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The Allomancer

Table of Contents
Title Page
Foreword 3
Allomancy Lore 3
Class Summary 4
Class Features 6
- Allomantic Metals 9
- Allomantic Specialties 16
DM Extras 22
- Mistings 22
- The Mists 22
- A World With Allomancers 23
- God Metals 23
- Items 25
- Cadmium and Bendalloy: Alternative
24
Temporal Metals
- Creating a new Allomantic Power 25
- Hemalurgy 26
h

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Foreword

T
he Allomancer class is a non-traditional
spellcasting class that ends up playing like a Allomancers
mix between a martial and magic class, as In days long past, the gods Leras, of Preservation, and Ati, of
Allomancers have a limited set of powers (16 in Ruin, fought over this world. They worked together to create
total), a lot of which mess with physics. it, giving up their bodies for it, on the promise that Ati may
Ruin it, but Leras could not stand to see his children wiped
On the players side of things, this class requires extensive out, so he broke his promise and created a plan to stop Ruin.
tracking of metal reserves and a strong understanding of the Leras connected eight metals, and an alloy of each, to the
powers available to them, as the powers rely heavily on how Weave, making them serves as catalysts to powerful magic
creatively you use them. If you don’t want to think about much when ingested. Leras gave his soul to power this magic -
you can of course just shoot coins and punch people, but this Allomancy - Whenever it was invoked, making it strong
class excels most when the various pushes and pulls on enough to help mankind resist Ruins schemes. Then Leras
metals as well as emotions are used creatively to manipulate gave up his mind to imprison Ruins, and not much was left of
the environment. And just to stress it again: You need to track the god, just the Mists that covered the world every night to
a lot of things for this class. You have a lot of separate Save protect and empower the Mistborn - His Allomancers.
DCs, a lot of varying numbers of charges available and being Over the ages, Leras’ remaining power faded, and with it
spent at a time. Not keeping track of these things correctly Allomancy and the Mists waned. His name, his fight against
can lead to you being significantly over or underpowered, Ruin, and the metallic art almost forgotten. Allomancy paled
and/or wasting a lot of game time. in comparison to arcane and divine magics with so little of
Leras’ power left to draw on, it almost went extinct as fewer
On the DMs side, it requires a basic understanding of how and fewer people practiced it.
forces interact and the ability to determine outcomes fairly, Eventually, blood lines overlapped, and people started being
quickly and consistently. I’ve included a short list of powers a born both with Leras’ blessing as well as an innate connection
couple of pages further down that explains all the class to the Weave, people capable of becoming Sorcerors, Bards,
features and powers fairly quickly without all the super Wizards and the like. But instead of learning how to use their
specific wording for rules lawyers sake so that you don’t have innate magic for spells, they learned how to use it to infuse
to spend an hour reading this, however I would highly metals with power, much like Leras used to do, granting them
recommend you talk to a player intending on playing this class Allomantic abilities comparable to the ancient Mistborn.
to see just what they wish to do with it and how you would Once again Allomancers travel this land, leaping over city
rule certain scenarios; I’m fairly certain most people would skylines through the power of steel, soothing crowds with
want to play this class for either the momentum or emotional brass, seeking magic and adventure with bronze, always alert
manipulation it is capable of, as well as its other unique through tin. Bandits that encounter them swept off their feet
mechanics like seeing other creatures past, so it’s important by their own armor, their weapons flying off into the forest,
you and the player are on the same page as to how everything fear gripping them as the man downs a vial of pewter
will work. I’ve written down a lot of rules and specifics, but shavings, ready to beat some heads in with giant’s strength...
even if RAW accounted for everything, different DMs will
handle situations differently.
If you’ve not read the books or another Allomancer/Mistborn
homebrew, feel free to skip the next bit:
I’ve seen other homebrews based on the mistborn, but
didn’t quite like their take on the class; There’s a choice to
make between strong class bonuses and class bonuses related
to (potentially limitless) material components, both of which
are important to the class fantasy. I chose to not add any class
features that aren’t about burning metals (such as fighting
styles and extra attack) and limit just how much metal
Allomancers could use in order to allow their powers to be on
a level more similar to that of the books. I also feel like
standard class archetypes don’t fit mistborn very well; a
mistborn/full allomancers big thing was the diversity of their
powers, the ability to use all of them well, so I opted for a
system similar to the Warlock’s Eldritch Invocations, allowing
the Mistborn to slowly master the metals most useful to him
as the campaign progresses, allowing both a focus on multiple
metals/”jack of all trades” style as well as focusing on 1-2
metals for a very focused Allomancer (for which standard
Archetypes would work). This should allow the player to
create a unique “archetype” fitting his character and make
each Allomancer unique.

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Low Burn
Class Summary The class uses turn-based durations for the metals to begin
Due to having a lot of unique mechanics, the Allomancer class with, to ease players into it and also to display their
has a lot of text to convey simple ideas with a lot strict inexperience with their powers. Low Burn makes the powers
wording to make rulings easier in complicated situations. So charged based, generally allowing them to use their powers
I've decided to include a summary of the class for quick more efficiently and longer than before, especially if they
reference, and to give readers an idea of what it can before mainly just want the passive effects.
committing to reading the other 20 pages.
Flaring
Preparing and Burning Metals The classes level 5 power spike, flaring a metal involves
Allomancers must empower metals before they are usable, burning it faster than normal, spending more charges to
this is done during a rest, and those are then called perform empowered actions. Flaring metals will generally
Allomantic Metals. They can have up to their level of prepared make the metals last significantly shorter than their original
arbitrary units of Allomantic Metal, each unit having a pre-Low Burn durations.
duration/number of uses specific to the metal. They can
prepare multiple units of the same metal. Usually roughly the Allomantic Specialty
volume of a coin or thumbnail is enough to qualify as a unit of These work similar to Warlock’s Eldritch Invocations, and
metal. An Allomancer should not have to track his non- replace class archetypes for this class. The player can choose
currency metal inventory, similar to how a spellcaster would to focus heavily on one or two metals, and then pick some
use a component pouch. Allomantic metals are usually kept in additional utility options from other metals to create a unique
powdered form in a vial full of liquid for quick ingesting; The class archetype and character of their own.
Allomancer should be allowed to drink a single vial on his
turn without using any type of action or even their object Steelpushing and Ironpulling:
interaction, similar to how martial classes are allow to draw Steel and Iron let an Allomancer see blue lines connected to
ammunition as part of their attacks. If the metal is not in all source of metal within 120ft, and push or pull on the metal
“potion” form, feel free to make swallowing it impact the using their own weight. If the target doesn’t move, the force of
action economy. the push or pull is reflected onto the Allomancer. The force
increases until one side moves, potentially causing damage to
Allomancers prepare maximum metals on a long rest one or both if they are anchored well (usually repeating 3d6
Allomancers prepare one quarter of maximum metals on a bludgeoning until one side breaks or the Allomancer gives up).
short rest, rounded up The section on Iron has a very detailed description of how this
Metal vials/”potions” hold up to 10 units of Allomantic should work.
Metals Allomancers can become incredibly mobile using Steel and
Metals effects and durations do not have to be consecutive Iron; Mostly by Steelpushing against objects that can’t move,
turns; It’s a resource-management intensive class, trust commonly coins dropped on the floor below them, granting
your player to keep track. them pseudo-flight through careful steelpushes.
Burning a metal is the process of using it’s power; It usually Distance objects are pushed/pulled, their damage dice and
provides a passive effect, and access to active effects. There effective attack ranges based on their weight relative to that of
will be a simplified table below. the allomancers:
Active powers cause the metal to be consumed faster than Weight Distance Pulled Damage Range
just burning it for passive effects, so don’t be
surprised/suspicious if an Allomancer can hold on to the Similar 30 feet 2d6 bludgeoning 10/30
passive effects for a long time. Half 60 feet 1d6 bludgeoning 30/60
Flaring a metal is used to enhance it’s effects, available <1/10th Until collision 1d4 piercing 80/320
from level 5 onwards. This usually causes the metal to be
consumed significantly faster than normal. If a creature is holding or wearing an object that gets
Any number of metals can be burned at the same time, but pushed or pulled, it can make a strength saving throw against
burning 4 or more causes them to burn faster. 8 + proficiency + str mod to hold on to the object/not get
Mistborn moved; The DM can ask for contested strength checks
In the books the Allomancers are based on, their powers are instead. The DM should also grant advantage and
related to near-perpetual mists shrouding the world, which are disadvantage based on how well a creature can resist the
related to the source of allomancy, so Allomancers are given force: Holding on to a sword with 100+lbs pushing against it
certain bonuses while in clouds of fog, mist or other gasses. is significantly harder than using your entire body to work
You may cut/replace these entirely or modify them to fit your against the force pushing against your breastplate. Consider
setting; It is meant to be a bit of flavor rather than an actual making creatures automatically fail if they are pushed/pulled
power increase to the class. away from the ground. Remember that if the target doesn’t
move, the allomancer does! Describe it as the Allomancer
losing his footing/grip on his anchor if needed.

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The metal descriptions are quite wordy to establish clear
The Most Important thing: rules on their mechanics, a lot of the mechanics could be
shortened into “common sense”, which is what this table is for.
Metals There is an extra section above for quick references for Iron
and Steel.

Metal Table
Metal Passive Effect Active Effect Flare
Iron Metalsense, 120ft (blue lines) Pull Metals Additional Pull
Steel Metalsense, 120ft (blue lines) Push Metals Additional Push
Enhanced senses, thunder/blind/deafen Perception check
Tin Bonus Action perception and Investigation
vulnerabilities via sensory overload with a large bonus
Enhanced physical abilities, similar to barbarian
rage. Damage reduction, increased STR and CON. Performing actions using the enhanced
Extra Attack or
Pewter Can fall unconscious from losing the hp from the abilities. Bonus action dash or unarmed
double dash
con bonus when pewter runs out. Advantage on attack
str checks.
Dispel Supressed
Hides magic in a 10ft radius, protects self from effects,
Copper Extend Range to 30ft
mental effects proficiency in INT
and CHA saves
300ft range for 1
min, can use
Similar to detect magic, but see and hear
Bonus Action advantage vs magic saves / action to check if
Bronze pulses/vibrations/”drumbeats” instead of auras.
spell attacks have disadvantage source is
60ft range
permanent or
spell
PC describes how they manipulate
Frighten or Charm
Zinc Riot (enhance) creatures emotions emotions to give adv. or disadv. on social
creatures
ability checks. Can influence 15ft radius
Calm Emotions
Same as Zinc. They can affect a single target
Brass Soothe (dampen) creature emotions spell, supress
without using their action.
fright/charm
See images of past and/or alternate selves. 10 min
Gold Traumatic, broken vision if touched ─
trance.
See images of immediate future of all other
Gain an additional reaction, can use
objects and creatures; Permanent dodge action.
reactions like Haste actions or to guarantee
Platinum Doesn’t work vs. creatures that can also tell the ─
a hit or miss (Attacks by or against the
future as they spawn infinite images (Does not
allomancer)
impede vision)
Electrum See image of your immediate future (~1s) ─ ─
Malatium Gold but targetting other creatures ─ ─
Destroy all ingested metals and temporary magic
Aluminum ─ ─
effects affecting self
Use up all remaining charges of other active
Duralumin ─ ─
metals, check duralumin entry for details.
Chromium ─ Touch range Dispel Magic/Counterspell ─
Touch a creature to force it to spend an
extra spell slot on the next spell cast,
Nicrosil ─ increasing the spell level (can go past 9). ─
Touching an Allomancer is the same as him
burning Duralumin

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Class Features
The Allomancer As an allomancer, you gain the following class features.
Proficiency Metals Allomantic Hit Points
Level Bonus Features Known Specialties Hit Dice: 1d6 per Allomancer level
Preparing and
Hit Points at 1st Level: 6 + your Constitution modifier
1st +2
Burning Metals
2 - Hit Points at Higher Levels: 1d6 (or 5) + your Constitution
modifier per Allomancer level after 1st
2nd +2 Mistborn 4 -
Low Burn,
Proficiencies
3rd +2 Allomantic 6 1 Armor: Light Armor, medium armor, shields
Specialty Weapons: Simple weapons, all types of crossbows, two
martial weapons of your choice, improvised weapons
4th +2
Ability Score
8 2 manipulated by your allomancy
Improvement Tools: Metallurgist’s Tools (special combination of
5th +3
Flaring, Rust and
8 2
Alchemist’s, Jeweler's and Blacksmith's Tools)
Ruin (d6)
6th +3 Gold 9 3
Saving Throws: Dexterity and Strength
Skills: Choose any three skills.
7th +3 Platinum 10 3
Malatium, Ability
Equipment
8th +3
Score Improvement
11 4 You start with the following equipment:
9th +4 Electrum 12 4 (a) Leather Armor, (b) Chain Shirt or (c) Scale Mail
(a) a weapon you are proficient with and a shield or (b) two
10th +4 Aluminum 13 5 weapons you are proficient with
Duralumin, Rust (a) a dungeoneer’s pack, (b) an explorer’s pack or (c) a
11th +4
and Ruin (d8)
14 6 scholar’s pack
Ability Score
One piece of any number of the eight base metals in any
12th +4
Improvement
14 6 form you choose; A bead bracelet, rings or other jewelry.
You have some knowledge of the metals, but not
13th +5 Chromium 15 6 necessarily their effect. This can be memorized knowledge
14th +5 - 15 7 or something physical like a notebook.
A set of crystal vials and a box or pouch full of metal
15th +5 Nicrosil 16 7 shavings of the 8 base metals (Physical and Mental groups)
Ability Score which can be restocked at negligible costs (Like a
16th +5
Improvement
16 7 spellcasters Component Pouch)
Metallurgist's Tools (8 lbs)
Rust and Ruin
17th +6 16 8
(d10)
18th +6 - 16 9
Ability Score
19th +6 16 9
Improvement
20th +6 True Mistborn 16 10

Cost of Allomancy
Allomancy requires unspecified, small amounts of metal, so I
would recommend not forcing an Allomancer to spend their
hard earned money on pieces of metal and tracking exact
amounts, similar to how spellcasters get to use Component
Pouches. Metals that currencies are made of, such as gold and
platinum, I would recommend requiring one coin of that type
for one unit of Allomantic metal.

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Preparing Metals Whenever you start burning a metal, and at the start of your
turn for every metal you choose to keep burning, you gain the
Allomancy is the art of infusing metals with magic in order to metals passive effects until the start of your next turn (Unless
activate their innate powers, then “burning” those metals to the metal says otherwise) and should note down that you have
use that power yourself. expended one round of the metal. Until you get the Low Burn
At first level you begin with knowledge of one pair of the class feature, your metal reserves are measured in the
eight basic allomantic metals: Iron and Steel, Tin and Pewter, number of rounds they can be active, and during those rounds
Zinc and Brass or Copper and Bronze. You unlock an you may use any actions related to it.
additional pair every time you gain an Allomancer level, until You may choose to stop burning a metal at any point, even
you know all eight basic metals at 4th level. You unlock during another creature's turn. Doing so still counts as using
additional metals that are not part of the Basic Metals at the an entire round of the metal. (Or charge, after gaining Low
levels they are listed at in the class feature table. Burn)
During a Long Rest you infuse known metals with magic,
up to one unit of metal per Allomancer level. A magically “Burning” an allomantic metal is not the same as burning a
infused metal ready to be used by your other class features is flammable object; No flame is created inside of you, it does
called an Allomantic Metal. The amount of metal needed is not cause any pain or discomfort, yet Allomancers feel like it is
fairly small, a coin or a piece of jewellry such as a ring or an appropriate name for the process, as Allomancers that have
earring of said metal is usually enough.
If any ingested metals remain in your body for over 12 not heard the term before instantly know what is meant by it
hours, you are poisoned for 1d4 days, as the metals will not when used in the context of allomancy.
pass out of your body normally.
You may prepare additional allomantic metals during a
short rest, equal to one quarter of your allomancy level,
rounded up. The amount of Allomantic Metals you have Mistborn
available to you cannot surpass your Allomancer level, this You’ve always had a connection to mists, fog and similar
includes metals that you currently have ingested. (You may of phenomena, especially unnatural ones. Just how much
course burn those during the short rest to make room for new Allomancy and mists are related, and more importantly how
metals) much your character knows about the connection depends on
the setting and your DM. The first Allomancers were given
This process usually involves grinding the metal to dust and their powers by a mist-creature, and since then it has been
mixing it into an alcoholic solution to preserve it and make it hereditary, so most Allomancers may not understand their
easier to consume, as making use of the metal requires you to
connection to the mists.
Starting at 2nd level you feel a lot calmer and safer in fog,
ingest it. While doing so is not needed, having the metals
mists, gas clouds and similar effects, granting you the
readied this way and kept in a vial on your person allows you to following benefits:
quickly drink one vial of allomantic metals during your turn
without having to use your action; A single vial can hold up to
Fog or mists cannot cause you to become lost while
travelling.
ten units of allomantic metal. Trying to swallow a larger piece You can always see at least up to five feet away from you,
of allomantic metal requires the Use an Object action, and the even if the cloud obscures vision, as long as you are not
DM may ask you for a skill check, saving throw or just a d20 blinded.
roll if he deems the object too hard to swallow, potentially Any effects that would cause you to be Frightened or
causing you to need multiple turns to successfully swallow it.
Charmed are suppressed while in such a cloud, as it grants
you unnatural calmness and a feeling of safety.
While burning Tin, mists, fogs and other gasses become
Burning Metals translucent to you in a 60 foot radius, allowing you to see
normally.
After ingesting an allomantic metal, it stays in your stomach The clouds can part for you, allowing you and any
and you can feel its power. You may choose to Burn a metal, creatures completely in your square to avoid cloud/fog/mist
activating it until the start of your next turn, when you can related negative effects, such as those of the Stinking
choose to either keep burning it or extinguish it. Cloud spell.
The effects and durations of metals are going to be listed at
the end of this document. All metals have a passive effect
while it is being burned, and most have additional active
effects an Allomancer can choose to use.
You decide whether or not to burn metals at any point
during your turn, and if you make a reaction that requires a
metal or would be affected by a metals powers (Such as
Pewter enhancing an Attack of Opportunity) you may start
burning that metal as part of your reaction.

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Allomantic Specialty
Quick Build
If you want to play a melee Allomancer choose Strength and
Unlike most other classes, Allomancers true strength lies in
(technically, Pewter) their very diverse set of powers. While
Constitution as your highest ability scores, Pewter and Tin as
Allomancers will end up favoring certain metals over others,
your starting metals, and Pewter based Allomantic Specialties they all end up mastering more than just a single metal
starting at level 3. eventually, and due to the many possible combinations it is
impossible to group them into strict archetypes like with other
To play a ranged Allomancer, choose Dexterity and Strength classes.
as your highest ability scores, Iron and Steel as your starting Allomancers instead practice for and learn more advanced
metals, and the Quick Iron and Steel Allomantic Specialty at uses of metals called “Allomantic Specialties”. You may
level 3. choose one Allomantic Specialty you meet the requirements
for from the list further down, and you learn additional ones
To play a mental Allomancer, choose Charisma and either as you continue levelling up. The class feature table shows
Dexterity or Constitution as your highest ability scores, and the when you gain new Allomantic Specialties.
Mind-Rend Allomantic Specialty at level 3. You do not have a
damaging mental ability before then, so you will have to either Ability Score Improvement
use Steel, Crossbows or Pewter+Melee until then. Zinc and When you reach 4th level, and again at 8th, 12th, 16th, and
Brass are your primary metals afterwards. 19th level, you can increase one ability score of your choice by
2, or you can increase two ability scores of your choice by I. As
normal, you can't increase an ability score above 20 using this
Low Burn feature.
You’ve gained finer control over burning your metals, allowing Rust and Ruin
you to burn your metals slower than you did before while still Starting at 5th level your experience with allomancy grants
maintaining their passive effects, and burn them at the normal you an Allomancy Die, which starts as a d6.
rate to make use of their active effects.
Your Allomantic Metal reserves are now measured in Whenever you make a strength weapon attack while
charges instead of rounds, as written in the metals burning Pewter, or make attacks using Ironpulls or
description. Burning always requires at least one charge, Steelpushes, you may use your Allomancy Die instead of the
granting you its passive effects until the start of your next turn normal damage dice.
(unless you extinguish it earlier than that), with some The Allomancy Die increases to a d8 at 11th level, and to a
exceptions, listed under their respective metals. Using a d10 at 17th level.
metals active effect always requires the use of an additional
charge while the metal is burning, unless the metal states True Mistborn
otherwise. (So in order to make a Pewter empowered attack, You have mastered the art of unlocking a metals potential,
you must first expend a charge to gain Pewters passive allowing you to burn a single metal at a time which has not
effects, then an additional charge for every weapon attack you been prepared, infusing it with the required energy as you’re
make) burning it.
Burning 4 or more metals in one round makes it difficult to
keep this efficiency, requiring you to spend an additional
charge of metal anytime you spend any charges (including Metalsense
activating each of the 4+ metals. Flares that require multiple Iron and Steel grant Metalsense. The Allomancer sees
charges only need 1 additional one, not double) translucent blue allomantic lines going from the center of his
chest towards every metallic object within range, the thickness
This will in most cases allow you to keep the passive effects of of the line being proportional to the size of the object. Metals
metals for longer if you are not actively using them, and some that are embedded in a living creatures body, such as earrings
other class features will allow you to expend additional charges or swallowed objects, are not detected by metalsense.
for additional effects which may result in your metals lasting
The allomancer can see the lines even with his eyes closed
shorter than they did before you learned how to use more of
or while blinded. The lines do not obscure the Allomancers
their potential. vision if there are a lot of them as he can see through them
without any problems. A sudden burst of powdered metal
being thrown into the wind may still surprise and momentarily
Burning Unknown Metals confuse the Allomancer with the massive amount of lines
An Allomancer can only prepare known metals, but spreading out so quickly.
burn any Allomantic Metals he comes across, such
as metals given to him by a higher level Allomancer
or empowered by nature or some powerful entity.

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Allomantic Metals
Base Metals The table below shows how far objects and creatures will
travel when pulled, effective attack range, and their damage
The base metals are the first 8 metals all Allomancers dice if they hit something, based on their weight relative to the
discover and the core of their power and versatility. allomancers.
Iron
If the objects path crosses a creatures space, the
allomancer may make an ranged weapon attack. The object is
External Physical Pulling Metal considered an improvised magical weapon, and the
Duration: 10 rounds / 20 charges allomancer is considered to be proficient with it.
Weight Distance Pulled Damage Range
Passive Effect: Iron grants Metalsense
out to 120 feet. Similar 30 feet 2d6 bludgeoning 10/30

Active Effect: Ironpull Half 60 feet 1d6 bludgeoning 30/60


You may use your Action to mentally pull on any allomantic <1/10th Until collision 1d4 piercing 80/320
lines you see through your Metalsense, pulling the metallic
object directly towards you with force equal to your weight. If you Ironpull an object that is being worn or held by a
The objects own weight pulls on you as well; You can easily creature, the creature must make a Strength Saving Throw
resist the counter-pull of objects of similar or lesser weight against (8 + Your Proficiency Modifier + Your Strength
than yourself and remain in place, but if the object is Modifier). The DM must judge how well a creature can resist
significantly heavier you get pulled towards it instead. the pull, if at all.
If both the allomancer and the pulled object don't get If the object can be dropped or torn off, the creature should
moved, the force of the pull increases again by the have disadvantage on the saving throw and lose grip of it on a
allomancer's weight on both sides, and keeps increasing this failure, making the object get pulled half the normal distance
way until one end of the pull moves or the allomancer cancels closer to you. If the creature is significantly lighter than the
the pull. This escalation takes less than a second and may Allomancer, the DM may rule that on a successful saving
cause the allomancer and/or pulled object take 3d6 damage throw the creature holds on to the object but gets pulled
Bludgeoning damage as they are crushed against whatever is towards the Allomancer.
preventing them from moving. If the creature resisting the pull is significantly heavier than
Allomancers may willingly choose to escalate the pull to or the Allomancer, the DM may let it roll the saving throw with
even past this point, at which point the DM may choose to advantage
allow the Allomancer to make a Strength Saving Throw to In some cases, creatures may not be capable of resisting
reduce the damage, and/or further reduce the damage by any the pull, the most common such situation being if they get
preparations the Allomancer made, such as using some softer pulled upwards and don’t have anything to hold onto or push
padding between himself and the object preventing him from against; In such situations the creature automatically fails the
being pulled, or burning Pewter. saving throw and gets pulled.
The pulls strength will never increase after one side moves. If the pull succeeds, the creature or object move following
the same rules listed for uncontested pulls above, based on
When determining whether a push or pull would
their relative weight.
deal damage to the Allomancer or object, compare
The Allomancer may get pulled towards a creature that
it to the amount of weight they can push/pull/lift, resists his Ironpulls. Usually Allomancers are skilled enough
which is normally 30 x their Strength Score. If the to end the pull before they move more than a few feet. If the
force of the push or pull exceeds that number they DM feels the Allomancer was unprepared for the
take damage. I would recommend an additional 3d6 consequences of failure, the allomancer will get pulled the
for each time the push strength exceeds the maximum distance (30 feet).
Allomancers lifting limit by his own weight. Objects or creatures pulled away from gravity begin to fall
The DM should decide on an upper limit of a at the start of their own turn, or the allomancers turn if they
single push or pull, I would recommend 10x the are not part of the initiative order, unless the allomancer
Allomancer's weight. If the Allomancer has access chooses to keep using ironpulls and steelpushes on the object
to class features such as Flaring that allow multiple or creature immediately at the start of his turn.
pushes or pulls in a single turn, he may expend
them into one to raise the upper limit of a single Flare: You may Flare your iron on your turn when you use
push or pull. This way more metal has to expended your action to Ironpull a single object, expending an additional
to achieve incredibly powerful (and potentially charge, allowing you to make an additional Ironpull before the
suicidal) pushes and pulls.
If the Allomancer is expecting the push or pull to
end of your turn.
get to damaging levels, he should be allowed to
cancel it before it gets to that point.

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Steel Tin
External Physical Pushing Metal Internal Physical Pulling metal
Duration: 10 rounds / 20 charges Duration: 10 minutes / 10 charges.
One charge grants the passive
Passive Effect: Steel grants Metalsense effect for a minute (10 turns)
up to 120 feet.
Passive Effect: Enhances the
Active Effect: Steelpush Allomancer’s mental abilities,
Steelpushing works like Ironpulling, except the Allomancer amplifying their senses and ability to
and Steelpushed object attempt to move away from each process information.
other, instead of towards each other.
Gain darkvision out to 60 feet, or an additional 60 feet if
Flare: You may Flare your steel when you use your action to you already have darkvision.
Steelpush a single object, expending an additional charge Gain blindsight out to 10 feet, or an additional 10 feet if
allowing you to make an additional Steelpush before the end you already have blindsight.
of your turn. You gain advantage on all Wisdom(Perception) checks and
Intelligence(Investigation) checks.
You gain vulnerability to Thunder damage. Effects that deal
Steelpushing Tricks Thunder damage in an area can damage you at up to twice
The allomancer may intentionally push on an object that he their normal radius (You still make any related saving
cannot move in order to push himself away from it, such as
throws). No other related effects extend past the normal
radius/area, and you take half damage from any effects that
pushing away from a building by pushing on metal hinges in
damage you outside of their normal radius/area.
doors and windows, or pushing against a coin the Allomancer Failing a saving throw against an effect that deals Thunder
dropped below himself order to launch himself 30 feet into the damage stuns you until the end of your next turn, and you
air. The allomancer doesn't begin to fall until the start of his are deafened until you succeed on a DC 10 constitution
next turn, at which point he can choose to continue pushing saving throw you make at the end of your turns.
himself away from the floor, resulting in a strange form of You make saving throws against effects that would blind or
flight.
deafen you through physical means (Such as bright light or
loud sounds, even if created by magic) with disadvantage.
The Allomancer may Steelpush objects in order to make This does not apply to effects that would deafen as a side
improvised Ranged Weapon Attacks, similar to how he would
effect of taking thunder damage with tin-enhanced hearing.
do it by Ironpulling, except it is significantly easier to set up Active Effect: You may make perception and investigation
pushing a coin out of your hand towards an enemy than finding checks as a bonus action instead of action. This does not
a loose metal object that just happens behind your enemy. consume additional charges.
Steelpushing weapons out of the hands of your enemies is Flare: You may Flare your Tin, expending an additional
significantly safer than ironpulling them, since you won't be in charge and making a Wisdom(Perception) as an Action.
their trajectory. Discuss with your DM whether disarming is In addition to all passive bonuses Tin grants your
allowed, as 5th edition does not have a lot of rules regarding it.
Perception checks, you now also add your proficiency bonus
to your perception checks until the start of your next turn.
This stacks with all other effects that would add your
proficiency bonus to your perception rolls, allowing you to add
your proficiency bonus an additional time.
You cannot make additional checks as Bonus Actions while
under this effect.

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Pewter You are immune to the Charmed condition, magically
Internal Physical Pushing metal inflicted Frightened condition, and any other effects that
would compel the you to certain actions or emotions such
Duration: 5 rounds / 10 charges as the Zone of Truth and Dissonant Whispers spells. If
such an effect was already active when you started burning
Passive Effect: Pewter greatly copper, you suppress its effects until you stop burning
enhances the Allomancer’s physical copper.
abilities
Active Effect: You may use your action to increase the radius
Increase your current and maximum Strength and of the Coppercloud to 30 feet until the start of your next turn.
Constitution scores by 5. Any health gained by this is lost After spending a charge on this effect, you may use this action
when Pewter is extinguished; if this would knock you again any number of times during the next 10 minutes
unconscious, you make your death saving throws with without consuming any charges of Copper.
advantage until you stabilise, wake up, take damage or die.
Your unarmed attacks deal 1d4 bludgeoning damage. Flare: You may use your bonus action to Flare your copper
You have advantage on all Strength checks. during your turn, expending two additional charges,
Bludgeoning, Piercing, Slashing and Poison damage you immediately ending any effects Copper would make you
take is reduced by an amount equal to your Constitution immune to and becoming proficient in Intelligence and
modifier. Charisma saving throws until the start of your next turn.
You have advantage on saving throws against poison, and Bronze
suppress the poisoned condition while burning Pewter.
You may use your Constitution modifier in place of your Internal Mental Pushing metal
Dexterity modifier when calculating your AC. Duration: 10 minutes / 10 charges
Active Effect: You expend a charge anytime you make an Each charge lasts 1 minute instead of 1
attack, ability check or saving throw that is affected by Pewter, round
unless it is due to a Flare that already consumes Pewter.
You may make one unarmed attack as a bonus action while Passive Effect:
burning pewter. While burning Bronze, you can feel and
even vaguely see magic, in the form of
Flare: You may Flare your pewter when you take the Attack to pulses similar to drum beats.
make one additional attack, as if you had the Extra Attack Any magical effect, object or creature within 60 feet will
feature. You may also Flare your pewter to Dash as a bonus give off Allomantic Pulses. You will hear these pulses as
action, consuming two charges. well as see vague ripples in the air. The strength and
Copper patterns of pulses depends entirely on the magic causing
Internal Mental Pulling metal them, generally stronger magical effects give off
stronger/louder pulses, whereas their rhythm and speed is
Duration: 2 hours / 20 charges related to the effect the magic has and/or what spell school
Each charge grants the passive effect it belongs to.
for 10 minutes (100 turns) If you cannot see the source of pulses, the DM may ask you
for a Wisdom(Perception) check if you want more than
Passive Effect: vague information about the location of the source. You
Copper dampens magic in an area around you, and protects always know the direction and whether or not the source is
him from mental effects. The area is called a “Coppercloud” within 10 feet of you.
and extends in a 10 foot radius around you. This sense cannot pierce Copperclouds.
Spells and magical senses such as Detect Magic, Detect Active Effect: You may use your Bonus Action to focus on the
Thoughts, See Invisibility, Alarm and burning Allomantic Allomantic Pulses, allowing you notice spells being formed
Bronze cannot pierce the Coppercloud; it can be treated before they finish casting. Until the start of your next turn, any
similarly to an antimagic field for such effects. spell attacks made against you have disadvantage and you
The Coppercloud also hides creatures and objects the have advantage on strength and dexterity saving throws
same way the Nondetection spell would. against magical effects.
The Coppercloud and its effects are not directly detectable. Alternatively, you may use an Action to focus on Allomantic
A creature with a spell such as Detect Magic active could pulses given off by a creature to determine whether it is a
stand right beside the copper cloud and not notice spell effect or if they are burning Allomantic Metals.
anything wrong.
You have resistance to psychic damage, and make any Flare: You may use an action and four charges to Flare
saving throws against effects that would deal psychic Bronze. For the next minute you detect Allomantic pulses up
damage with advantage. to 300 feet away, and may use subsequent actions to focus on
specific pulses to determine whether their source is a
permanent enchantment (like most magical items) or an
ongoing but temporary spell (like most concentration spells)

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Zinc Brass Activ
External Mental Pulling metal External Mental Pushing metal
Duration: 10 minutes / 20 charges Duration: 10 minutes / 20 charges
Each charge lasts 1 minute instead of Each charge lasts 1 minute instead of
1 round 1 round
Passive Effect: Zinc allows an Passive Effect:
Allomancer to pull on another creatures Brass allows an Allomancer to dampen a creatures
emotions, enhancing them. This is emotions, which is called Soothing.
called Rioting. Brass is used in more or less the same way as Zinc, you will
just have to target emotions differently; Soothing those you
While burning Zinc, describe to your DM which feelings you don’t want, instead of Rioting those you do want. Depending
are trying to enhance in a creature you are attempting to on the situation, Brass can be more effective than Zinc at
influence. These would be subtle pulls that don’t have lasting affecting conversations with NPCs, like with extremely
effects, but may help steer the conversation in a direction you frightened, angry or nervous creatures.
want, and potentially even give you advantage on ability
checks related to it (Most likely Persuasion, Deception, Active Effect: The same as Zinc; It allows either one or both
Intimidation and Insight), or maybe you try to influence the metals to be used at the same time if you have them.
creature in the wrong way, make it think like its emotions are
irrational and out of character and become incredibly Flare: You may expend three charges to Flare your Brass
suspicious and/or freak out. Emotional Allomancy is tricky. while Soothing, creating an effect like the Calm Emotions
A creature immune to the Charmed condition cannot be spell. The saving throw DC for it is 8 + your proficiency
Rioted. modifier + your charisma modifier, you must Concentrate on it
When in doubt whether or not a creature should be as if it were a spell, and it lasts as long as you are burning
realizing its emotions are being tampered with, the DM may Brass.
resolve it with an Insight check against a DC he feels is
appropriate to the situation. Noble Metals
All of the Noble metals create images of
Allomancers can push or pull on very specific emotions. The people from different times, which are all
obvious would be anger, happiness and sadness, but an referred to as “[metal] shadows”.
Allomancer can also Riot or Soothe a creatures feelings of
Gold
trust, weariness, suspicion, nervousness, arousal, nostalgia,
Internal Temporal Pulling Metal
guilt, fear, love and so on.
Duration: 10 charges, 1 minute per
Active Effect: You may use an action to have your Rioting and charge.
Soothing affect creatures of your choice within 15 feet of a Passive Effect:
point you can see. You decide which feelings to affect for the You see images of yourself around you. These “gold
entire group, you cannot affect separate creatures differently. shadows” are generally images of you in the present had
Maintaining your hold on their emotions requires your something gone differently in your past, often showing
Concentration, as if it were a spell, and the continuous Allomancers more succesful gold shadows of themselves as
burning of Zinc and/or Brass, but no additional actions. well gold shadows that went down a worse path in life.
Flare: You may expend an additional two charges to Flare While burning gold you are completely entranced by the
your Zinc while Rioting emotions to make them significantly gold shadows, becoming completely oblivious to your
more powerful. All creatures must make a Wisdom saving surroundings. Another creature touching you while burning
throw against a DC of 8 + your proficiency modifier + your gold will shock and scare you, as you will not be able to tell
charisma modifier. Those that fail are either Frightened or what touched you, and still be too fixated on the gold-shadows
Charmed by everyone, you choose (For all creatures together, to be able to see reality. Touching a gold shadow has
not individually). Maintaining this requires your “unpleasant side effects”, to put it nicely. You get broken
Concentration, as if it were a spell, continuous burning of Zinc visions of things that may or may not have been; Perhaps the
and an additional charge at the start of every turn while you decision that caused the difference between you and the gold-
concentrate on it. Creatures that cannot see you may use their shadow, perhaps something completely unrelated, usually
action to repeat the saving throw against this effect, ending it traumatic.
on themselves on a success. When the effect ends on a Allomancers may become mentally addicted to burning
creature or it succeeds on the initial saving throw, they gold, the trance-like state being a good escape from reality,
become aware that their emotions were tampered with but showing you what you could’ve been instead of who you really
won’t know the source. If you are still concentrating on the are.
effect, the creatures will still feel those emotions but realize Due to the trance-like state you enter when burning gold, to
they are not real and therefore not be affected by the stop burning it you must make a Wisdom Saving throw with a
conditions. DC of 15. >ou may only make this saving throw once every
minute, when you need to burn a charge to extend golds
effect.

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Platinum
External Temporal Pushing Metal Knowing of this near invulnerable state affects your
mind; You will always feel somewhat unsafe and
Duration: 4 charges paranoid if there is any chance of fighting anyone
else who could be using Platinum (or a similar
Passive Effect: power) without having any yourself, as it would be
One of the most powerful metals nearly impossible to win such a fight, let alone
there is, making you near invulnerable survive. Having platinum readied will ease this
paranoia.
while burning it, but for an incredibly
short time.
While burning Platinum you see images/”shadows” of all
creatures and objects in sight, not as they are but as they will Malatium
be a second or two from now. For most stationary objects you External Temporal Pulling Metal
therefore won’t see the platinum shadows, as they don’t move
and meld perfectly into their source. This (fictional) metal is 50% platinum,
You see everything that would move before it does; 50% silver, therefore costing half a
Creatures and objects alike. You see arrows fly through you a platinum coin to prepare. This alloy
second before they do, you can see exactly how a creature will isn't used by non-allomancers and has
attack you or where it will run. to be made by the allomancer themself
In addition, Platinum enhances your mind and body to be or commissioned.
able to make use of all this additional information, granting Duration: 10 charges, 1 minute per charge.
you incredible reflexes.
While burning Platinum you gain the following benefits: Passive effect: You see images around other creatures,
usually a younger self of the creature, perhaps even more
If you are going to burn Platinum on your first turn of images if the creature went through significantly distinct
combat, you have advantage on the initiative roll and phases in its life (An old man might have an image of himself
cannot be surprised. (The platinum has to already be as a happy teenager, a soldier, and a farmer with a family)
ingested before the initiative roll)
You can make attacks of opportunity against enemies even Active effect: You may use your action to Flare your
if they Disengage or have features that prevent them. Malatium, expending two charges. The images you see around
You don't provoke attacks of opportunity creatures change to be more similar to the effect of gold,
allowing you to see who the creature could have become had
Active Effect: You may take a 2nd reaction every round while they made different choices in their past.
burning platinum, but you can't take both reactions against
the same trigger.
Flare: You may at any point burn any number of charges of Atium
platinum and roll an equal amount of d20s. Note down the In the novels this class was based on, Atium was
results. Before the end of your next turn you may replace the used in place of Platinum, a metal that was the
result of any attack roll, ability check or saving throw you physical manifestation of a god. I've changed it to
Platinum in this homebrew to avoid using fictional
make or is made against you with the result of one of these metals, but if your campaigns world has fictional
d20s. (No action required) Each result can only be used once. metals, feel free to replace platinum and malatium
with some other rare or powerful metal.
Against others who see the future Alternative Temporal Metals
You do not gain any of platinum benefits against a creature that God-metals such as Atium technically aren't part of
can predict its own or your imminent future with precision; If a the 16 Allomantic Metals, which means there are
creature can see what either of you will do within the next two other temporal metals: Cadmium and its alloy
Bendalloy. I've chosen to use Atium and Malatium
second, it can change it’s decision, creating another platinum-
as the default instead because Cadmium and
shadow, which in theory you can react to differently, giving it a Bendalloy disrupt the initiative order and force
new vision of your and its own future, allowing it to change its things to revolve around the allomancer. I've
own future, creating yet another platinum-shadow. included their effects in the DMs section further
below; Discuss with your DM and other players
Facing such a creature will cause it to create near-infinite which pair of temporal metals you would prefer to
platinum-shadows, making it impossible to tell its future. be used. Bendalloy can create some cool combos.
However, the creature cannot tell yours either, the effects
practically cancel each other out.

As soon as something leaves direct control of such a


creature, it becomes predictable again; So you do gain benefits
against projectile attacks and spells that you can see.

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Electrum Steel: Steelpushed creatures and objects move 10 feet
Internal Temporal Pushing Metal further and deal 1d6 more damage than normal per
charge. You move by the same distance away from the
Duration: 10 charges, 1 minute per target and take 1d6 bludgeoning damage for every 10 feet
charge. you prevent yourself from moving via counter-
pushing/pulling, being anchored, etc. Attack rolls for
Passive Effect: Steelpushes are made with advantage.
You see an image of your future Tin: Unless you are in an area with near to no sound and
around you, showing you what you will light, you take 4d6 Thunder damage and are blinded,
be doing one second from now. deafened and stunned until the start of your next turn due
to sensory overload. A regular speaking voice or gust of
You have advantage on dexterity saving throws if you can wind is enough to deafen, any dim light within 100 feet in
see the source. front of you is enough to blind you.
You cannot be surprised. Pewter: Your strength score, including maximum,
Your imminent future cannot be told since you can see it increases by the number of charges spent until the start of
and choose to act differently; Effects such as burning your next turn. Additionally, you reduce all non-psychic
Platinum will see multiple different futures, making them damage you take until the start of your next turn by half of
useless. the total, undivided number of Pewter charges spent.
Having Electrum readied will ease the paranoia of potential Copper: Your Coppercloud becomes an antimagic field
platinum users, since it provides a defense against them. (Like the spell) until the start of your next turn, but doesn’t
affect your Allomancy.
Enhancement Metals Bronze: You start feeling allomantic pulses for ambient
magic/The Weave, practically causing sensory overload;
The enhancement metal group revolves around interacting You make attacks, ability checks and saving throws with
with magic, including other allomantic metals. disadvantage until the start of your next turn. Your DM may
allow you to sense incredible sources of magic, even at
Aluminum immense distances, if such exist in your world. (Ley lines,
Internal Enhancement Pulling Metal the body or soul of a god, fonts of power, etc.) These would
manifest as incredibly loud/strong pulses.
Duration: ?? charges (1 in practice) Zinc: The DC for saving throws made against your Rioting
Active Effect: increases by 1 for every two additional charges spent, and
Burning aluminum immediately ends if those effects normally deal damage they deal 1d6 extra
all temporary magical effects on you, damage for every charge spent if it affects only a single
destroys all Allomantic Metals in your target, and 1d6 for every three charges spent for area
body, and cures metal poisoning. This effects. (Split charges between multiple mind rends)
does not use your action. Brass: You remove all emotion from a creature until the
start of your next turn; Six seconds it will never forget; Six
Duralumin seconds of lucid death. After those six seconds, the
Internal Enhancement Pushing Metal creature will forever be Frightened by those six seconds
and whatever it believes caused them. It may use its action
Duration: 5 charges make a Wisdom saving throw against 8 + your proficiency
modifier + your charisma modifier, if it succeeds it can
Active Effect: suppress its fear for one hour.
Any metal being burned at the same Temporal Metals: All of these put you in a trance shortly; You
time as Duralumin is depleted entirely cannot communicate or perform any actions in this time, any
over the course of your turn for a creature attempting to read your mind will be stunned until
massive surge in power. the start of your next turn by the overload of information, and
State which actions, bonus actions, be incapable of remembering and/or understanding what it
etc. you wish to take. If you do multiple saw. This trance uses your action, but not the rest of your turn.
things that would consume charges of
the same metal(s), split the total Gold: For a precious few moments, you fully understand
amount of charges left evenly between how you came to be the person you are, which events
all effects, rounding down. When an shaped your life and personality. This may make you come
effect mentions a number of charges, to peace with decisions made in the past, or cause even
you use this divided number. greater distress; Decide for yourself if a moment of
Iron: Ironpulled creatures and objects move 10 feet further ultimate self reflection will leave your character confident
and deal 1d6 more damage than normal per charge. You in their choices or not. You lose all knowledge you gained
move by the same distance towards the target and take during this burst of gold after it finishes, but you keep the
1d6 bludgeoning damage for every 10 feet you prevent general feeling you attained from this reflection.
yourself from moving via counter-pushing/pulling, being
anchored, etc. Attack rolls for Ironpulls are made with
advantage.

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Electrum: For a few moments, you see the paths you can Flare: You may burn up to five Chromium charges when
take in life and where they might lead you. You lose this making use of its active effects.
knowledge when the electrum burns out, but you keep the
general feelings you had about your visions; If you feel Nicrosil
troubled after the visions, you may be more careful when External Enhancement Pushing Metal
making moral choices in the future, trying to make sure
you don’t go down the wrong path. If you feel confident Duration: 10 charges
after the visions, you may think you are on the right path Passive Effect: None
and that you can trust your morals.
Platinum: For a single, beautiful moment you understand. Active Effect: Nicroburst
You gain complete knowledge of your full life, and of the Touching a creature using magic while burning Nicrosil
impact you have on the universe, past, present and future. makes it pump far more power into magic than it would
You lose all that knowledge immediately after the platinum normally.
burns out. Hope that you feel content after the vision ends,
because if not, the certainty of your disappointment will Touching an Allomancer causes his Allomancy to act as if
haunt you for the rest of your life. he were burning a charge of Duralumin until the start of
Malatium: Focus on a creature, and gain complete your next turn.
knowledge and insight of the creatures past for a moment, Touching a creature capable of casting spells causes the
just like with gold. You lose all knowledge gained by this next spell it casts before the start of your next turn to be
effect as soon as it ends, but keep a general feeling of what empowered. The creature expends an additional spell slot
you saw. of a level equal to the number of Nicrosil charges used,
Enhancement Metals: increasing the spells level by the level of the additional
spell slot. This allows spells to go past 9th level. If the
Aluminum: No. Just… No. Don’t do this. Don’t be dumb. creature does not have an available spell slot of the same
Chromium and Nicrosil: You burn all their remaining level as Nicrosil charges spent, it uses its highest level one
charges, allowing you to exceed the 5 charge limit. The that doesn’t exceed the number of spent Nicrosil charges.
metals effects are already based on the number of charges If the creature uses a cantrip, a spell slot is still expended
burned. to empower the cantrip, using the same change as the
cantrip undergoes at level 5 for every two spell levels
Chromium (Usually just one additional damage die)
External Enhancement Pulling Metal If a creature is unwilling to be touched by you, make a
Duration: No duration, 5 charges melee spell attack against it with advantage to apply these
effects on a hit, using your strength or dexterity modifier (your
Passive Effect: None choice) + your proficiency modifier as your attack bonus.
Active Effect: Flare: You may burn up to five charges of Nicrosil when using
Burning Chromium causes you to nullify magic that you use its active effect.
your action to touch.
Touching an Allomancer will destroy his ingested
Allomantic Metals, 2 metals per charge of Chromium
spent, starting with the last ones he actively used.
Touching something magical while burning Chromium has
the same effect as using Dispel Magic, the number of
Chromium charges spent are used as both the spell level of
the Dispel Magic and the modifier you add to your roll
when trying to dispel higher level magic.
You may use your reaction to try and destroy a spell cast on
you. You automatically negate any spell cast on you that is
equal to or lower level than the number of Chromium
charges used. If the spell is too high level for that, you
make an ability check using the chromium charges spent
in place of an ability modifier against a DC of 10+the
spell’s level, negating it on success. Negating a spell this
way only prevents it from affecting you; if the spell had an
area effect or targeted multiple creatures, everything other
than you is still affected.
When a creature within 5 feet of you attempts to cast a
spell, you may use your reaction to touch the creature,
replicating the effects of the spell Counterspell, using the
number of Chromium charges spent as it’s spell level and
the modifier when rolling to interrupt a higher level spell.

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Allomantic Specialties
You can Ironpull and Steelpush with reduced force,
Mixed allowing you to push or pull small objects without turning
These specialties affect multiple metals, and count towards them into projectile weapons, pushing objects shorter
the requirements of other specialties for all metals listed. distances than normal, or even hover in the air and control
your height by changing the strength of your Ironpulls and
Metalstorm Steelpushes.
A weakened Ironpull or Steelpush can last until the start of
Iron, Steel your next turn, but requires your concentration as if it were
Requires: 11th Level, Iron 2, Steel 2 a spell. You can concentrate on any number of Ironpulls
You may use your action to Flare both your iron and steel, and Steelpushes at the same time.
expending five charges of each to Steelpush and Ironpull on at Brass and Zinc expertise
least fifty different metal objects that each weigh ten pounds
or less to create a storm of metal. Zinc, Brass
Choose a point within 100 feet of you. All your selected You hone your skills with Zinc and Brass, doubling the radius
metal objects are push or pulled towards it. You must move at you can Soothe or Riot creatures in when you try to do so in
least 10 feet sideways, relative to the target point, while an area. This affects the ranges and radii of other specialties
pushing and pulling those objects to complete and/or as well. You may take this specialty multiple times, stacking
maintain the metalstorm. multiplicatively.
Metal begins spinning around and flying back and forth in a
20 foot radius around the point, dealing 10d6 bludgeoning Manipulator
damage to any creature starting its turn in the area or the first
time it enters the metal storm on a turn. It may make a Zinc, Brass
Dexterity Saving Throw against a DC of 8 + your proficiency
modifier + your dexterity modifier, halving the damage on You've become an expert at manipulating people’s emotions
success. and making them more receptive to your arguments. While
The Metalstorm requires you to concentrate on it, as if it burning either Zinc or Brass, you make all persuasion,
were a spell and continuously burn iron and steel. The deception and intimidation checks as if you were proficient
Metalstorm lasts until the start of your next turn. with them. If you already are proficient, double the proficiency
bonus instead.
Quick Iron and Steel Additionally, you become proficient with one of those three
skills.
Iron, Steel
Mind-rend
You may perform a single Ironpull or Steelpush as a Bonus
Action. (Consuming charges as normal) Zinc, Brass
Additionally, you may make a quick and weaker Steelpush While burning both Zinc and Brass, you may use your action
or Ironpull to avoid fall damage, assuming you have a valid to rapidly Soothe and Riot a large number of emotions in a
target. (For example, pushing against a coin you dropped creature within 60 feet of you that you can see, causing it
below you) Doing so does not require any type of action or severe mental stress.
charges. The target must make a Wisdom Saving Throw against 8 +
Starting at 11th level, you may choose this specialty again to Your Proficiency Modifier + Your Charisma Modifier, or take
flare your iron or steel consuming one additional charge, 1d4+Your Charisma Modifier psychic damage.
allowing an additional push or pull before the end of your turn Once you learn how to flare your metals, you may flare your
as part of the same bonus action. Zinc and Brass while performing a Mind-rend, expending an
Weak Push and Pull additional charge of each to perform an additional Mind-rend
during your turn.
Iron, Steel
Requirement: Iron 1 and/or Steel 1, you can choose this Reserve
specialty without meeting both metals requirements and it You may choose a unit of metal during a long rest to partially
will only affect the metal you do meet requirements for. Once infuse with magic, allowing you to prepare that metal later on
you meet both requirements, it affects both metals. in only 1 minute instead of a short rest. The metal will not
Through a lot of practice you’ve gained finer control of your count towards your limit of Allomantic Metals before it's fully
Ironpulls and Steelpushes, allowing you to reduce the force prepared, and it goes inert if you partially infuse a different
you pull/push with by pulling/pushing in short, rapid bursts. unit of metals in this way.
You are always capable of ending a Ironpull or Steelpush
before it can cause harm, even when you are surprised by
its consequences.

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Iron Steel
Lurcher Coinshot
You may use your reaction to attempt to Ironpull a projectile Requires: Flaring
or melee weapon during an attack on another creature. Every piece of metal becomes a dangerous weapon when near
Ironpulling a melee weapon causes the attack to have an Allomancer, even something as small as a coin. Especially
disadvantage. A projectile that gets Ironpulled is instead something as small as a coin; Such small objects become
redirected towards you and automatically hits. You reduce the incredibly fast.
projectile attacks damage by 1d8 + your dexterity modifier + You may use your action to Flare your steel, expending three
3x your shields AC value/bonus. charges to push on a large number of metal objects in a one
When you take the dodge action, you may Flare your iron, foot cube, such as a quiver of arrows or a bag of ball bearings,
spending three additional charges. Doing so allows you to caltrops or coins. The objects shoot out in front of you, dealing
Ironpull projectiles without using your reaction until the start 4d6 piercing, slashing or bludgeoning damage to all creatures
of your next turn, and those Ironpulls don’t consume in a 5 foot wide 120 foot long line in front of you. Creatures
additional charges. may make a Dexterity Saving Throw agains 8 + Your
Mass Ironpull proficiency modifier + Your Dexterity modifier to halve the
damage.
Requires: Flaring Damage type depends on the type of object; the examples
listed would all be piercing due to practically being bullets, a
You may use your action to perform a Mass Ironpull. Select a stack of iron ingots or spoons would likely be bludgeoning, a
cube area and Flare your iron, expending an additional charge stack of thin metal sheets would deal slashing damage, etc.
for every five feet of length on single side of the square
(minimum one charge). You Ironpull all eligible objects of your Deflect
choice in that area. When determining whether the
Allomancer is pulled or not, do so for each object individually Requires: Steel 1
instead of for all of them together; An Allomancer can easily You may use your reaction to Steelpush when a creature
stagger all the pulls to avoid combining the resisting force, makes an attack with a metal weapon or projectile. A pushed
allowing him to pull objects totalling multiple times his weight projectile attack automatically misses, an attack made with a
as long as each individual object is light enough. held weapon that is pushed automatically misses unless the
If multiple objects were to collide with a creature, it must attacker succeeds on a Strength Saving Throw against your
make a dexterity saving throw of 8 + Your Proficiency Modifier Steelpush DC. On a success the attack is made with
+ Your dexterity Modifier or take 4d6 bludgeoning damage. disadvantage instead.
Your DM may raise or lower the number of dice as he feels
appropriate, and/or apply half damage on a successful save if Steel Bubble
an incredibly large amount of objects is pulled (such as a bags
worth of ball bearings or caltrops). Requires: Steel 2
Try not to kill yourself. You may use your bonus action to Flare your Steel, expending
three charges, and continuously Steelpush on objects very
close to you, not including any objects you wear or carry, in
order to deflect attacks. Until the start of your next turn,
ranged attacks made with metallic projectiles have
disadvantage against you, and you have half-cover against
attacks made with metallic weapons and projectiles.
You must concentrate on this effect as if it were a spell, and
continuously burn steel.

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Tin Heavy Lifting
You count as one size larger for grappling, and when
As Far As The Eye Can See determining your encumberance and the amount of weight
While burning tin, you can make out details of creatures and you can push, pull, lift.
objects up to a mile away as if you were only ten feet away
from them. Pewterarm
Requires: Level 20, Pewter 2
Polygraph
While burning tin, you can focus and hone in on the quietest Pewters passive bonuses to Strength and Constitution
of noises and the slightest vibrations, like heartbeats. increase by 3, to a total of 8. Speed Metals AC bonus while
using Dexterity to determine your AC increases by 2, to a total
You gain Tremorsense out to 30 feet while burning Tin, of 4.
letting you “see” things that are in direct contact with any
surface you are touching. Your character may start walking Pewter Drag
barefoot, or even just have a hole for one toe to touch the When you burn Pewter, you may forego all of the normal
ground cut into his shoes. bonuses and enter a Pewter Drag instead, pushing your body
You become proficient with Insight checks and add double to its limits until you complete a short rest or stop burning
your proficiency bonus to Insight checks made while Pewter.
burning Tin, by listening to even the slightest changes in While Pewter Dragging, your speed, jump height and
heartbeats and breathing. distance triple, you suppress any levels of exhaustion and you
Tin’s Active Effect and basic Flare can be used for Insight cannot take any actions other than the Dash or Use an Object
checks. actions, and no bonus actions or reactions. Each charge of
Pewter lasts ten minutes while Pewter Dragging.
Sonar You immediately gain a level of exhaustion for Pewter
Requirements: Tin 1 Dragging and gain more if you run for too long, gaining one
level of exhaustion every two hours this way. You cannot
You may use your action to Flare your tin, expending two exceed six levels of exhaustion this way, and can keep Pewter
additional charges and allowing you to hear all sounds within Dragging even while at six levels of exhaustion.
a one mile radius until the start of the next turn. During this
time you may try to pinpoint a certain sound, like someone's
voice; If you can hear it, you know exactly how far away it is Pewter-Dragging is great for covering a lot of
and what direction it's coming from. ground very quickly, as it grants you incredible
speed and the ability travel for over 8 hours, but
Tineye travelling too far could kill you. You might want to
have a resurrection or Greater Restoration spell
The darkvision granted by burning tin increases by 60 feet, ready at your destination, or have a ton of pewter
the blindsight by 10 feet, and you get the ability to see through and the Self-Preservation Allomantic Specialty.
magical darkness while burning tin.
Tracker
You become proficient in Survival checks, and add twice your
proficiency bonus to Survival checks made to track creatures,
forage or perform any other activity that benefits from
enhanced senses while burning Tin.
Whenever you are tracking creatures, you can tell exactly
how many creatures you are tracking and their sizes.
Pewter
Abs of Pewter
Requires: Flaring
You may use your reaction when taking damage to Flare your
Pewter, expending two charges and reducing the damage by
1d8 + your proficiency modifier.

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Self-Preservation Copper
Your body has become more used to Allomancy, unlocking
Pewters healing properties the ability to burn metals even Coppermind
while you’re unconscious. Your mind and body have attuned themselves to the power of
You may slowly burn ten charges of pewter over the course Copper.
of a short rest, doubling all hit points you regain during the You become completely immune to psychic damage while
short rest and losing one level of exhaustion, instead of burning Copper,
gaining Pewters usual benefits for that time. This Pewter You now also gain proficiency in Wisdom Saving Throws
has to be available before you prepare new metals during for the duration of the basic Copper Flare.
the short rest, and counts towards your limit until your The radius of your Coppercloud doubles, including when
short rest is complete. you extend it.
If you are unconscious for a long time while still having
metals ingested, your body will burn them before they Smoker
cause you to become poisoned.
Your body will try to automatically infuse a piece of pewter Requires: Flaring
within five feet of you (or even inside of you) if you are You may use your bonus action Flare your Copper, expending
knocked unconscious, taking an hour, or a minute if it is a two additional charges to make everyone in your Coppercloud
metal affected by the Reserve specialty. If this would cause take half damage from spells and magical effects until the
you to go over your maximum of prepared metals, your start of your next turn.
body either burns a metal of your choice you have ingested,
or one metal of your choice goes inert. Copper Wave
You may designate a piece of pewter in advance, such as an
earring, and your body will always prefer infusing that Requires: Flaring
instead. Let your allies know about this; It could save your
life. You may use your action to Flare your Copper, expending two
When you fall unconscious, your body will automatically additional charges to suppress all magical effects with a
try to slowly burn Pewter, spending 1 charge every minute. duration on creatures within the Coppercloud until the start of
If you take damage while unconscious and burning pewter, your next turn, as if affected by the Antimagic Field spell.
your body automatically expends an additional charge to If any suppressed effects allow the creature to make a
negate 1 failed death saving throw the damage would saving throw during their turn to end the effect, they may
cause. make an additional saving throw at the end of your turn as
You have advantage on death saving throws while burning well while under the effect of this specialty.
Pewter, and you regain 1 hit point 1d4 minutes after
stabilising instead of after 1d4 hours. Bronze
While not burning Pewter, if you are reduced below 1 hit
point, keep track of how much damage past 0 hit points Seeker
you would take and subtract that from the additional hit
points burning Pewter would gain you; If there is 1 or You've become an expert at reading and recognizing
more hit point remaining, your body will immediately burn Allomantic Pulses, even those emitted by regular magic.
Pewter, gaining the remaining hit points and all of Pewters You gain proficiency in the Arcana skill, and double your
usual effects. This feature still works if you do not have proficiency bonus when making Arcana checks while burning
Pewter ingested when you take the hit but are forced to Bronze.
swallow Allomantic Pewter while still unconscious, When you use your action to focus on Allomantic Pulses,
potentially waking you up. you learn what spell school the magic effect belongs to if it
belongs to one, in addition to the usual information.
Speed Metal You have advantage on ability checks made to find magic or
Requires: Pewter 1 interact with magical objects while burning Bronze.
You learn how to take advantage of the enhanced speed Magic Rhythm
Pewter gives you, gaining the following passive benefits while You learn to play to the beats of Allomantic Pulses, creating
burning Pewter: rather unique music.
You have advantage on Dexterity checks and Saving While your Bronze is revealing Allomantic Pulses you have
Throws advantage on performance checks made to sing or play an
Your speed increases by 10 feet. (even while Pewter instrument if you’re proficient with it.
Dragging) You gain proficiency in the Performance skill, or double
If you are using your Dexterity to determine your AC your proficiency bonus to ability checks made with it if you
instead of Constitution, you get an additional +2 bonus to already are proficient.
your AC.

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Zinc Brass
Confusion Soother
Requires: Level 9, Zinc 1 Requires: Flaring
You may flare your Zinc while Rioting creatures, expending You may use your action to flare your Brass, spending an
four additional charges to amplify all of their emotions. additional charge to instantly Soothe all of a creatures
All affected creatures must make a Wisdom Saving Throw emotions. You suppress the Charmed and Frightened
against 8 + Your Proficiency Modifier + Your Charisma condition until the start of your next turn on that creature. The
Modifier or be affected by the Confusion spell. creature immediately stops doing what it is doing, surprised
The confusion lasts as long as you burn Zinc and by its lack of emotion. It will most likely quickly re-evaluate its
concentrate on it as if it were a spell. You must also spend an actions, perhaps choosing differently. The creature does not
additional charge at the start of your turn to maintain it. regain any emotions until the start of your next turn and will
act significantly more rationally until then.
Disruption The creature can take it’s turn as normal, and can continue
When a creature within 60 feet of you that you can see makes doing what it was doing before if that seems like the best
an attack roll or ability check, you may use your reaction to choice to it while no emotions are involved.
expend a charge of Zinc and enhance an inappropriate The Great Depression
emotion, such as love while attacking.
Roll a d4 and subtract it from the result of your targets roll. Requires: Flaring
This die changes to the allomancy die of the Rust and Ruin
class feature when you get it. You may use your Brass to Soothe a number of creatures
within 60 feet of you equal to the radius (in feet) of your
Mindmelt Soothing action (15 if you have nothing that increases it),
soothing their emotions to make them apathetic and less
Requires: Level 7 likely to react to events in their surroundings. You do not
You may use your action to flare your Zinc, expending three expend any charges on this, but you have to use your action
charges to Riot all of a single creatures emotions to extreme and concentration (as if it were a spell) on your turns to do so.
levels.
It must make a Wisdom Saving Throw against 8 + Your The effects of this ultimately depend on the DM,
Proficiency Modifier + Your Charisma Modifier or take 4d6 but this should make guards less likely to check out
psychic damage and fall prone, stunned and screaming. The minor noises, bystanders less likely to interfere in a
creature takes half damage on success. fight or call the guards, thugs less likely to go
thugging, etc.
Rioter
Requires: Flaring
You may use your action to flare your Zinc, expending an
additional charge, to Riot a creatures feelings of anger, rage,
frustration and such, inciting aggressive behavior.
Terror Metal
Requires: Flaring
When you cause the Frightened condition through flaring your
Zinc, you may choose to expend two more charges to force
affected creatures to drop whatever they are holding, and on
their turns they must use their action to run as far away from
the nearest creature as possible while frightened, or cower in
fear if they cannot see any creatures or run anywhere.

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Gold: Augur Aluminum: Gnat
Requires: 6th Level Requires: 10th level
You may use your action to flare your gold, expending five After burning Aluminum, you become immune to all magical
charges. You enter a gold trance for one minute and tap into effects until the start of your next turn.
the thoughts and memories of your gold shadows, allowing
you to perfectly recall any information about your past, Duralumin: Duraburst
including your surroundings at the time, such as a line from a Requires: 14th level
book.
Additionally, the DM may allow your gold shadows thoughts You may use your action to flare your Duralumin, expending
to help you solve a problem by providing you with additional ten charges in total while holding infusable metal. You infuse
information, clues or solutions that you may have missed, or the metal with the power stored within the Duralumin,
suggest different courses of actions; Multiple minds are better turning it into one unit of Allomantic Metal ready for
than one after all. The DM may ask you to make an ability immediate use.
check to receive such information.
Chromium: Leecher
Electrum: Oracle
Requires: 14th level
Requires: 9th Level
When you use Chromium to dispel a magical effect with a
You may flare your electrum, expending four additional duration that targets a creature, such as a Haste spell or
charges, while thinking about a specific course of action you Druid's Wildshape, you may choose to have the effect apply to
plan to take in the next 30 minutes. you instead up to it's remaining duration. You must
You briefly see nearly undecipherable visions of the future, concentrate on such an effect as if it were a spell.
but manage to hold on to a general feeling about the actions
you plan to take. The DM chooses what you learn, in the same Nicrosil: Enhanced Nicroburst
way as the Augury spell. Just like the spell, attempting this
multiple times without taking a long rest gives this a Requires: 17th Level
cumulative 25% chance to give you random results When performing a Nicroburst, you may flare your Nicrosil,
spending up to a total of nine charges (Use Duralumin to
Platinum: Seer bypass this limit). The next spell the target casts has its spell
Requires: 14th Level level increased by one third of the total Nicrosil charges used,
rounded down, without requiring the use of an additional spell
You may flare your platinum, expending five additional slot.
charges to get a brief glimpse of a future event which will
happen before you finish your next short rest. The memory of
it is incredibly unclear in your mind, but when it happens you Note to the DM: This may be crazy
will instinctively know and be able to change what happened. On the other hand, they are 17th+ level, they can
Roll a d20 and note down the result. Before your next short cast ridiculous magic like Wish and Meteor Swarm,
rest, you may replace any ability check, saving throw or attack and they just used two actions to cast a single (very
roll made within 120 feet of you by a creature that you can see strong) spell through replenishable resources.
with the result of this d20. You may do so after knowing When deciding whether this is OP or not, think
whether the roll succeeds or fails, and the damage that may about what else the Allomancer could've done:
result from it. What is worth more, multiple attacks, a Metal
Storm, some Duralumin insanity, or those extra dice
Malatium: Sage on that spell?
Feel free to ban this specialty, or increase the
Requires: 8th Level charge cost to 4x or 5x, if it does end up being a
problem.
You may flare your Malatium when touching a Malatium
shadow, expending eight additional charges. You go into a
trance for a minute, during which you see visions of the past
from the source of the Malatium shadow. You learn about it as
if you had cast the Legend Lore spell; The target does not
have to be "of legendary importance".

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DM Extras
Foreword

T
his section will cover additional content and d12 Misting d12 Misting
optional rules for the DM to consider, some of 1 Iron (Lurcher) 7 Zinc (Rioter)
which may help integrate the class into the
world. 2 Steel (Coinshot) 8 Brass (Soother)
3 Tin (Tineye) 9 Platinum (Seer)
4 Pewter (Thug) 10 Electrum (Oracle)

Mistings 5 Copper (Smoker) 11 Chromium (Leecher)


6 Bronze (Seeker) 12 Nicrosil (Nicroburst)
Mistings was the term used for the weaker and less rare
Allomancers that could only use a single one of the metals.
They all had unique names, which were used as names for The Mists
Allomantic specialties here (Lurcher, Coinshot,
Pewterarm/Thug, Smoker, etc.) The world Allomancers/Mistborn are from was shrouded in
All Allomancers needed to “snap” before gaining access to mists every night. These were not normal mists, they sprouted
their powers, which involves going through a very traumatic out of thin air with tendrils of fog and quickly engulfed the
and life threatening experience; Nobles in that world (the only entire world. They twisted and churned, seeming alive. They
people who carried the allomancy genes) often beat their kids dissipated after entering buildings, although temperature
to near death early on in their life to check whether they were seemed to have little to do with that, as the mists appeared
Allomancers. Mistborn were incredibly rare and valuable, during warm summer nights too. The mists always seemed
Mistings were significantly weaker but still very useful. attracted to Allomancers, visibly curling and swirling over the
Adventurers/Player characters generally qualify for having bodies of anyone burning metals.
“snapped” already, since they go through life threatening If you plan on reading the books, it might be best for you to
scenarios on a regular basis. You (the DM) can pick whether avoid the rest of this document :)
other party members are Mistings or not, or roll for it. Decide The mists were a manifestation of the power of one of the
beforehand whether party members are capable of preparing two gods of this world, the one that created Allomancy. When
metals; If not, an actual Allomancer will have to provide them. the world needed protection, the mists attacked humans,
Perhaps only certain types of mistings can prepare metals. If making them incredibly sick for a short amount of time. It only
the party can prepare metals, they should only be able to affected Allomancers, and only those that hadn’t snapped yet,
prepare a single vial of the only metal they can use. the short sickness being terrible enough to cause them to
Remember that other allomancers can try to use metals other snap and gain their powers. This, however, was not clear to
people have prepared; Allowing the entire party to prepare humans.
metals is a significant power increase. Alternatively, you could One particular allomancer was chosen by the god to save
require a spellcaster to use a 2nd or 3rd level spell slot to this world, save the god itself, for the god was dying, and the
infuse a metal (Still stick to the “only 1 metal per character” god allowed the allomancer to consume the mists and burn it
rule) as it would burn metals (Since Allomancy is granted by a
Roll a d100 with whatever chance you want for party sliver of the gods power being passed down through a
members to be mistings, then a d12 to determine what metal bloodline, and the mists being a manifestation of that same
if they are a misting. You can have them roll the d12 if you power, it essentially temporarily granted the allomancer full
want and they (out of character) know they are a misting; use of all powers, without the necessary metals.)
players tend to like rolling dice. If the players have looked at Allomancers were the only people who felt safe outside at
the table, you can additionally roll a d4 secretly for which nights, as Tin allowed them to see through the mists and Iron
method to read the table in. On a 1 read it from top to bottom, and Steel made travelling so easy, while one could see them
on a 2 from bottom to top, on a 3 go through odd numbers flying over streets at night.
first, on a 4 go through even numbers first. The lore blurb at the start of the homebrew states that the
The Allomancer in the party will then have to give the other two old gods are long "dead" and their grasp on this world
characters prepared metals until they happen to guess the barely noticeable, with just an occasional strange mist
correct one. Keep in mind that eating metals isn’t particularly popping up here and there rather infrequently. If you do not
healthy, so players may want to vomit them out if they can’t want to use this lore, consider changing the classes level 2
burn them… feature ("Mistborn") to something more fitting of your world,
or removing it entirely: It is meant to be a cool flavor feature,
not a power increase.

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Granting an allomancer another Allomantic Specialty;
A World With Allomancers Perhaps alloy Lerasium with the metal the specialty is for
If Allomancers are common in your world (Or as common as Granting an increase to an ability score or HP,
sorcerors/wizards/clerics and other spellcasters), it may have Lerasium is a good replacement for +1 weapons / wand of
some strong influence on the culture and technology. the war mage if the Allomancer isn’t focusing on Pewter (In
In the books, Allomancers were near untouchable by which case regular +1 weapons are fine; In fact, due to the
regular armies due to Steel and Iron. People wore no metal additional hit bonuses from the strength bonus of pewter, the
jewelry because anything small could be turned into a bullet, Allomancer may slightly break bounded accuracy using
instead they wore wood painted in metallic colors. Special Pewter if given magic weapons with + to hit, similar to ranged
fighters were trained to fight Allomancers, called characters with the archery fighting style and/or magical
“Hazekillers”, using only wooden weapons and leather armor. ammunition, so be careful)
Mistborn themselves often carried glass or obsidian daggers One other cool feature could be allowing an Allomancer to
to use against other Allomancers. burn a single type of metal without preparing it (i.e. be able to
Emotional Allomancy (Brass and Zinc, and because of them just swallow mundane beads of metal whenever he or she
Copper and Bronze) can be incredibly influential in politics, wants and be able to use its power, not having to sacrifice
but the Suggestion spell already exists and you’d combat slots on that metal). Be careful with this one, as the strength
emotional allomancy similar so if you took that spell into of metals is balanced around their durations (Pewter and
account in worldbuilding you should be fine. In a later era, platinum not lasting very long, for example) and the fact that
there were “shops”/parlours run by Soother and Rioters they all compete with each as the Allomancer can only
where people came and paid to have their emotions altered, prepare a limited amount of metals, which before level 9 is
kind of like a emotional massage. less than the number of useful metal available. Unlimited
The importance of metals was also taken into account in access to Pewter and Tin specifically may cause the
the worlds language, “Rusts” being a common swear, “a bad Allomancer to become too powerful in non-combat scenarios.
alloy” being used as a negative description, “Rust and Ruin”
being another swear. Copper being used as a term for Atium:
something safe, “Zinctongue” being used similar to snake- Well, this is awkward… I’ve renamed it to Platinum up above, it
tongue (manipulator) also had an alloy of itself revealed (Malatium) in the books.
Platinum and Malatium aren’t actually golds and electrums
God Metals counterparts, Cadmium and Bendalloy are. I will write their
Gods of the Allomancer’s world were able to create metals as effects a bit further down if you wish to use those instead of
physical manifestations of their power; essentially an Atium/Platinum, as mentioned in the green box near their
extension of their own bodies. Two of those metals existed in description, but their powers are a bit awkward in DnD. I've
the books, listed below, which are said to have been able to be playtested them, both with the players and enemies using
alloyed into 16 different powers of their own, although the Bendalloy, which created a lot of unique situations, but if a
books only included a single alloy. player with access to Bendalloy uses it too much he might piss
You may want to use this as a plot point, or as a reward for a off the entire table OOC.
higher level allomancer. A consumable item in the form of a Atium was the physical manifestation of the “evil” god
few beads of a god metal relevant to your world, granted by the (Lerasium being part of the “good” god), therefore technically
god upon completing a quest for him/her. Perhaps you can not a power granted by Leras. Due to Atium being so
allow the Allomancer to somehow create the god-metal, for a incredibly powerful for Allomancers, and being incredibly rare
more permanent reward. Or a single use metal that (only a single mine of it existed in the entire world, and the
permanently enhances the Allomancer’s character, similar to immortal “Lord Ruler” controlled it rather strictly) most of the
how other classes can get magic items with +1 to worlds economy revolved around it. The ruling class valued
hit/damage/DCs. Atium over everything, because it was the only thing that
God Metals in the books: could save their lives against a Mistborn burning Atium as
well. (Nobles were not aware of Electrum; They only knew the
Lerasium: basic 8 metals, Gold and Atium.) Atiums connection to the god
was not known; in fact, the gods existence was not known,
10 beads of this existed, and were what created Allomancers. everyone worshipped the immortal Lord Ruler, who
Anyone could burn this metal upon ingesting it, making them supressed all other religions.
into a full Allomancer. All future allomancers descended from You may choose to rename Platinum to a fictional metal like
the people who burned these beads of Lerasium. Atium, and then let the allomancer discover additional alloys
Lerasium mainly affected ones soul and magical abilities. of it as item rewards. Atium and the God who created it was a
You could use an alloy of Lerasium (or a metal named after scheming bastard, which is why the metal itself lets you see
a god in your setting) that would burn out immediately but the future. The god itself was called Ruin. Maybe you can
enhance a persons soul/body, granting a permanent effect. homebrew some fitting effects for the additional alloys.
Increase to Attack Rolls and Save DCs of all allomantic
effects(or just specific ones)
Increase the amount of charges one can get out of a single
use of a metal,
Granting a non-allomancer allomancy (see the mistings
section),

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Loot for and against Allomancers
Aluminum Ilmaterum
God Metal of Endurance
The novels this class is based on, and all worlds within the
same universe ("the cosmere") have aluminum as a kind of Duration: 1 charge, Instant
"anti-magic" metal; It is immune to most magical powers, Effect: The Allomancer's current and maximum Constitution
whether its a steelpush or a lightsaber-esque sword. permanently increase by 2.
The people in the Mistborn novels used tinfoil hats (which,
contrary to their name, are made out of aluminum, not tin) to Metallic Dragon Scale
shield themselves from mental allomancy (Yes, this works), Copper, Gold, Brass and Bronze Dragon Scales be infused
and the metal has been used in other novels as well to just like their respective metals and have the same effects
interfere with magic. It is up to you whether you want to use when burned, except that one unit of Allomantic Dragon
this in your world; If allomancers are common enemies, Scales has three times as many charges as the regular metal.
particularly coinshots and lurchers, your players may be
happy to find some weapons and armor made out of Leirum
aluminum. Or maybe they can get an aluminum box to hide God Metal of Illusion
magic items in from NPCs/Enemies that can detect magic.
Duration: 1 charge, Instant
Lerasium and God Metals Effect: Burning this metal permanently allows the Allomancer
As mentioned above, a consumable metal that has a to cast the Disguise Self spell at will, without requiring verbal,
permanent effect on the allomancer can work as loot. These somatic or material components.
could be metals created by the Gods, or legendary in some
other form. Scales from metallic dragons are a great Khrissalium
opportunity. God Metal of Magic
The permanent effect could be access to a new metal; The Duration: 1 charge, Instant
next two chapters have some example metals and guidelines
for making new metals. Or you could use those guidelines to Effect: Burning this metal grants the Allomancer a permanent
create a metal with an incredibly powerful effect, but give the +1 bonus to all attack rolls made with Steelpushes and
Allomancer very limited amounts of it. Ironpulls, and increases the save DC of all Allomancy induced
I will list some example effects for metal based rewards: effects by 1.
Bead of Lerasium Hoidinium
God Metal of the Soul Metal of the Wanderer
Duration: 1 charge, Instant This small piece of metal is completely black and always in
the form of a triangle. When observed closely, there seem to
Effect: The Allomancer immediately gains an additional be strange fractal patterns moving across its surface.
Allomantic Specialty, or access to a metal he has not unlocked Duration: 1 charge that lasts until the effect is complete.
yet. In the latter case, he will gain the additional Allomantic
Specialty when he would normally unlock the chosen metal Effect: While burning this metal, you feel drawn to a location
through levelling up. of your DMs choice, which is guaranteed to have something of
If the Lerasium was alloyed with another metal, the interest to you going when you arrive there, or shortly
Allomancer may only unlock the alloyed metal or Allomantic afterwards. The metal will lead you to your destination down
Specialties related to it. a path that is as short and safe as possible, and it will even
Lathanderum
lead you to NPCs that will help you reach the destination,
such as ferrymen.
God Metal of Birth and Renewal The metal cannot be extinguished and it isn't consumed
Duration: 1 charge, Instant until you reach your destination. This metal cannot poison you
for having it ingested for too long.
Effect: You may use your action to touch a dead creature and
burn this metal. You instatly cast the Raise Dead spell on the Sandersum
creature. God Metal of Creation
Staring at this metal for too long makes you believe you are
seeing strange, alien worlds within the metals constantly
Alloys of this metal could have healing properties, shifting colors and patterns.
consider giving the Allomancer "Malathanderum"
instead of healing potions, allowing those metals to Duration: 1 charge, Instant
be used like the Cure Wounds spell on himself OR
others; Allomantic Metals can never do both. Effect: Burning this metal immediately grants you an Ability
Score Improvement.

24
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You quickly realize you can fill the six holes of the thicker
Items cylinder with metal beads and steelpush them out of the
Here are some sample items for your Allomancers; Alter them longer, hollow bit, using the pin to rotate the next bead into
as you see fit. position.
Using this contraption greatly increases your accuracy. You
Shield of the Nibbler gain +2 to hit when attacking creatures by steelpushing pieces
Shield, Rare of metal out of this object.
An old iron shield that looks like it has had a tough life, and Ring of Hathshin
has the symbol of Allomantic Iron imprinted in it. The shield Ring, Very Rare, requires attunement
seems to automatically infuse itself with a small amount of A simple steel ring with a number of thin, long scratch marks.
magic. While wearing this ring you gain a +2 bonus to hit and
Once per long rest, you may take a bite out of the shield as a damage with attacks made through allomancy, such as
bonus action, ingesting one unit of Allomantic Iron. If you steelpushes, ironpulls or pewter enhanced weapon attacks, as
attempt to bite it again before your next long rest, it will feel well as to the save DC of all allomantic effects.
just like biting into actual metal, unlike the first time when it
was nice and soft, like rusty cake. Quicksilver Amulet
The shield can consume powdered iron during a long rest Amulet, Very Rare, requires attunement
to regrow parts that were bitten off.
A silvery amulet with the symbols of Allomantic Steel and
Coin of Returning Iron on it.
Uncommon, Requires Attunement While wearing this amulet and using the standard Flare
An old steel coin with the symbol of allomantic iron imprinted effect of iron or steel, you may make expend one more charge
on it, for some strange reason. than normal for a third steelpush or ironpull.
If the coin is not in your possession at the start of your turn, Seekers Talisman
as long as you are on the same plane of existence, it will take Amulet, Rare, requires attunement
the shortest possible path to you, harmlessly landing on your
belt and staying magically attached to it until you remove it. While wearing this amulet, the range of your darkvision
It will avoid all creatures and obstacles on the way, moving granted by Tin, Metalsense and Allomantic Bronze increase
up to 500 feet in one turn. by 60 feet.
The coin can be swallowed and burned as if it were a unit of Gambler's Coinbox
Allomantic Steel. This permanently destroy the coin. Uncommon
Band of Mourning A small wooden box. When shaken you can hear the sound of
Ring, Legendary, Requires Attunement a small object rattling around in it.
You may use an action to shake it and speak its command
This ring is said to have belonged to the first Allomancer ever, word. A panel on its front will open, revealing a metal coin.
a man whose name was lost to history and now only known as Roll a d12 and consult the Mistings table to determine what
"Lord Ruler". The strange alloy this ring is made of still Allomantic Metal the coin is made out of. The box won't
carries the magical energy from ancient times. produce another coin until you finish a long rest, at which
While wearing this ring, you gain a +3 bonus to hit and point any coins it has created disintegrate.
damage with attacks made through allomancy, such as You may swallow and burn the coin even if you do not have
steelpushes, ironpulls or pewter enhanced weapon attacks, as its metal unlocked yet.
well as to the save DC of all allomantic effects.
You may swallow this ring, permanently destroying it and
granting you a unit of all sixteen Allomantic Metals.
The Alloy of Law
Artifact, Rare
A strange metallic construction that is roughly L shaped. The
shorter end fits perfectly in your hand. The longer side is a
long, hollow metal cylinder that connects to another thicker
cylinder above the shorter end. The thick cylinder has six
holes in it that can be lined up perfectly with the long section.
Inside the corner of the L shape is a pin within reach of your
index finger while you're holding this object, pulling it rotates
the thicker cylinder so that the next hole lines up with the
hollow of the thinner cylinder. On top of the thin cylinder are
markings that help you perfectly line up the entire length of
the object with your eye.

25
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Cadmium and Bendalloy: The Real
Temporal Metals

I
f you want to stay completely true to the books canon, Objects entering or leaving the bubble refract, changing
Cadmium and Bendalloy are the actual temporal direction unpredictably. The bubble provides three quarters
metals, whereas Atium (renamed to Platinum) and cover against and disadvantage to any attacks that pass
Malatium are actually God Metals. The reason I’ve through its edge.
switched those around are because Atium is Due to the time difference in and outside of the bubble, it is
mistakenly believed to be the temporal metal in the impossible to cast a non-projectile spell into it from the
original trilogy, and more importantly Cadmium and outside, and projectiles fly off target like objects. For projectile
Bendalloy disrupt the turn order, potentially making combat spells with an area effect targetting a point, roll a d10. The
very annoying for the entire group, and maybe even projectile impacts a point 5 x The d10s result away from
completely overpowered. An Allomancer burning Bendalloy where it left the bubble, in the direction the upper end of the
can essentially walk up to any creature and trap them in a d10 is pointing. Use the lower end if the upper end points
speed bubble, then proceed to 1v1 them in the area of back into the bubble.
massively accelerated time while the rest of party gets to If a creature is partially outside of the bubble when it is
watch (And technically all they get to see is a blur), so burning created, it will instinctively try to move its entire body out (or
Bendalloy is almost guaranteed to make you that guy. Some in if out isn’t possible) without attacks of opportunity. A
parties however may not have a problem with this, and creature is always considered to be fully in or out of a bubble.
perhaps in practice the 1v1s may end up too dangerous to Cadmium and Bendalloy bubbles overlapping negate each
actually try, as the Allomancer has to use his action to initiate other.
it and individual creatures may be too strong for individual
PCs. I have playtested Bendalloy a little bit and definitely Flare: None
recommend at least considering using it if you trust your
player not to be that guy as it opens up a lot of combos the Bendalloy
party can perform, and a lot of great moments in DnD come External Temporal Pushing Metal
from weirdly combining mechanics to make ridiculous things (aka Cerrobend, Wood's Metal)
happen!
If you wish to use Cadmiun and Bendalloy instead of Duration: 10 charges
Atium(Platinum) and Malatium, metals are unlocked in this Active/Passive Effect:
order from levels 6-9 instead of what it says on the table at the You can use your action to create a
start: bubble of compressed time in a five foot
6. Cadmium radius around yourself. For every 10
7. Bendalloy turns (1 minute) that passes inside the
8. Gold bubble, a single turn (6s) passes outside
9. Electrum of the bubble.
The bubble is stationary, unless it is created on an object
If you are worried about Bendalloy being too strong in those weighing over 5,000 pounds (Like a ship, train or planet) in
early levels, replace Cadmium and Bendalloy with Chromium which case it stays centered on the spot it was created on
and Nicrosil. relative to that object. The bubble disappears if you leave it.
Objects entering or leaving the bubble refract, changing
Cadmium direction almost unpredictably. The bubble provides three
External Temporal Pulling Metal quarters cover and disadvantage against any attacks that pass
Duration: 30 charges, 10 minutes per through its edge.
charge From the outside, any significant movement inside the
bubble will look like a blur, and minor movements (such as
Active/Passive Effect: lips moving when speaking) will likely go unnoticed. Sound is
You can use your action to create a bubble of stretched time compressed to a pitch beyond most creatures hearing range.
in a 30 foot radius around where you stand, significantly Objects, like melee weapons and projectiles, passing
slowing time for everyone in the bubble. For every 10 turns (1 through the edge of the bubble follow the same rules as for
minute) that passes outside the bubble, one turn (6 seconds) Cadmium.
passes inside of it. If a creature is partially outside of the speed bubble when it
The bubble is stationary, unless it is created on an object is created, it will immediately instinctively move out of the
weighing over 5,000 pounds (Like a ship, train or planet) in bubble without provoking attacks of opportunity. A creature is
which case it stays centered on the spot it was created on always considered to be either fully in or out of a bubble.
relative to that object. Cadmium and Bendalloy bubbles overlapping negate each
The bubble disappears if you leave it. other.
Flare: None

26
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Creating a new Allomantic Power

I
f you want to give an Allomancer a reward that isn’t a Palladium
consumable, but also not a “boring” baseline buff like External Fire Pulling Metal
those described under Lerasium, you could have a
lerasium alloy / similar metal that is burned shortly to Duration: 10 charges
grant a permanent power, which allows the
Allomancer to prepare a new metal. Silver is a good Passive Effect:
choice for the metal, and you can decide what sort of You gain heat vision, allowing you to see the heat of
power it has. creatures, objects and the air, even of things invisible to you. 1
Keep in mind there are patterns to Allomantic power: The foot of stone, 1 inch of common metal, a thin sheet of lead, or
base metal can always be abstracted to be “pulling” 3 feet of wood blocks this vision.
something in some form, the alloy “pushing”, and they both You get the ability to draw heat into an object or creature
either affect the Allomancer (“Internal” metals) or are you can see, dealing fire damage and setting objects that
“external” metals, affecting other people or objects. Usually aren't being worn or carried on fire. Your target must make a
there is a second pair of metals to fill out a group of 4 Constitution saving throw against a DC of 8 + your proficiency
(External Pulling, External Pushing, Internal Pulling, Internal modifier + your charisma modifer, or take 2d4 + your
Pushing) which follow a specific theme (the first 12 regular charisma modifier fire damage.
metals included in the allomancer class being divided into Rust and Ruin increase the damage dice of this effect.
Physical, Mental and Temporal)
Of course, you’re free to ignore these “rules” entirely if you Flare: You may expend two additional charges to triple the
just want to make a single cool power, these are just here in amount of damage dice.
case you wanted to create a proper group of metals that fits in Alternatively, you may expend six additional charges to cast
with how things already work. the Fireball spell, without any verbal, somatic or material spell
components, and with no projectile.
Example Group: Fire Metals
White Gold
Silver External Fire Pushing Metal
Internal Fire Pulling Metal
Palladium+Gold+Nickel
Duration: 120 charges, minimum 1 per minute
Duration: 10 charges
Passive Effect:
Burning Silver heats the body, making you resistant to Cold Passive Effect:
Damage. You burn 1 charge of the metal for each point of cold You gain heat vision, allowing you to see the heat of
damage prevented this way, as well as one charge per 20 creatures, objects and the air, even of things invisible to you. 1
degrees celsius under 20C for every minute you use this to foot of stone, 1 inch of common metal, a thin sheet of lead, or
keep yourself warm, minimum of 1 charge/minute 3 feet of wood blocks this vision.
You get the ability to draw heat out of an object or creature
Flare: you can see, dealing cold damage and freezing objects that
You become immune to Cold Damage instead, but burn 2 aren't being worn or carried. Your target must make a
charges per point of damage prevented. You do not need to Constitution saving throw against a DC of 8 + your proficiency
use any type of action for this. modifier + your charisma modifer, or take 2d4 + your
charisma modifier cold damage.
Sterling Silver Rust and Ruin increase the damage dice of this effect.
Internal Fire Pushing Metal
Flare: You may expend two additional charges to triple the
Silver Alloyed with copper amount of damage dice.
Duration: 120 charges, minimum 1 per minute Alernatively, you may expend six additional charges to cast
a modified version of the Fireball spell, dealing cold damage
Passive Effect: Same effect as Silver, but reducing body heat and freezing objects instead of fire damage and burning,
instead, granting resistance/immunity to fire, and for the without any verbal, somatic or material spell components, and
passive cooling it is one charge per minute for every 50 with no projectile.
degrees above 0C, rounding up.
Creatures touching you take half of any fire damage you Allomantic Specialties
prevent as you expel the heat from your body. Create Allomantic specialties similar to Quick Iron and Steel
to allow using Palladium and White Gold as a bonus action,
and specialties such as Metal Storm and Confusion to allow
the casting of Wall of Fire, Cone of Cold and Investiture of
Flame and -Ice

27
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hemalurgy

H
emalurgy was another type of magic in the People who have Hemalurgic Spikes in them are more
books, one which can be transferred to DnD susceptible to mental manipulion through things like Zinc,
somewhat simply, but its best used as a plot Brass and Telepathy due to cracks in their soul; you may want
tool rather than giving it to players. It is a to impose disadvantage on saving throws against such effects.
somewhat evil type of magic, so even if your A creature with more than 1 spike ends up completely under
players have access to it they might not be an Allomancers control if he tries to soothe or riot the
willing to use it. creature while burning Duralumin, and remains in control
In essence, Hemalurgy revolves around using metal to even after the metals burn out (Should remain in control until
transfer a power from one person to another. The metal someone else does the same. If the Allomancer is not
objects are called “Hemalurgic Spikes”. They are practically concentrating the creatures do keep some free will) You can
huge nails. You stab someone with it, and then place it in have a similar effect through magic; perhaps charm/mind
another creature. Every moment the spike spends outside of a altering spells cast at 6th level or higher.
body/blood its power significantly decays.
Different metals steal different attributes, and how many This is best used as a plot device in your campaign rather
spikes are used and where they are placed can have additional than allowing players to use this. If the players do end up
effects. Generally, placing a Hemalurgic Spike will not kill; using this, feel free to treat it like a cursed item, perhaps an
The body will heal and adapt to it, even if you stab someone evil god takes advantage of the cracks in their soul to drive
through the heart or the eye (In fact, the most frequently them towards evil deeds and, if enough spikes are inserted,
shown use of Hemalurgy in the books was to create Steel take complete control of the character when needed.
Inquisitors, who were easily identified by having spikes Giving a creature an ability it already has through hemalurgic
shoved through their eyes which even broke out of the back of spikes enhances that ability; You can choose to grant an
their skull, their eye sockets essentially filled with the head of Allomantic Specialty related to the transferred metal power
the nail-like Hemalurgic Spike) for example, perhaps a Warlock Invocation or other class
Metal Features Stolen feature for a transferred magical power, or larger dice or some
other improvement to the feature.
Iron Abjuration and Transmutation Magic
Steel Physical Allomancy
I've used this system in my campaign to transplant powers
from one creature to another. I had wolves that were able to
Tin Senses go invisible, cast Hellish Rebuke and had fire breath attacks. I
Pewter Strength also had a boss encounter that I called the Hydravern. Don't
you love it when your players cut off a Wyvern's tail and two
Copper Memory and Intelligence more sprout out?
Bronze Emotional Stability and Fortitude I use the most appropriate magic stealing spike for stealing
natural powers, such as Aluminum for regeneration and
Zinc Enchantment and Illusion Magic dragon's breath attacks.
Brass Mental Allomancy
Aluminum Evocation and Necromancy Magic Feruchemy
Duralumin Enhancement Allomancy Feruchemy is the last type of magic from the books, one which
does not mix well with Dungeons and Dragons. Feruchemy is
Chromium
Overlaps two souls; all powers available to both
are locked
about storing attributes (Such as Strength, Speed, Health,
Memories, Determination) in pieces of metal (usually
Nicrosil
Overlaps two souls, all powers available to the jewelery) and then withdrawing it later. While storing the
origin are unlocked attributes, you physically lose them (And your body adjusts as
Gold Conjuration and Divination Magic necessary, storing strength for example makes you actually
lose muscle mass. Withdrawing/”Tapping” strength turns you
Electrum Temporal Allomancy into the Hulk, so Feruchemists tend to wear loose clothes).
Platinum Physical Speed This is obviously problematic in DnD because the strength of
the character depends entirely on how much downtime the
Malatium Mental Speed character has, and since we’re not fully emulating real life in
this game storing attributes is significantly less problematic
Canon knowledge of hemalurgy is incomplete; The table than in the books.
above is what I used for my own campaign, which includes If you find this type of magic interesting though and want to
some powers being rearranged to fit some patterns like with make an NPC using it, here’s a link to a wiki page of it.
Allomancy (I couldn't see the logic/patterns the author came Feruchemy is significantly simpler mechanically than
up with and he hasn't revealed everything yet), and Nicrosil Allomancy, so you should have no trouble converting it to a
and Chromium having "weird" effects - Change those two to D&D character. Just read the attributes in the table: That is
suit your needs. what can be stored, and generally any amount can be
withdrawn at once.

28
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Changelog
Platinum's "New" active effect is the ability to take a 2nd
v1.1, 2nd of July, 2018 reaction (i.e. the additional reaction now costs 1 charge).
Pewters damage reduction is no longer capped, affects While 4 charges on a single unit of platinum was very
poison, grants advantage versus poisons and supresses the restrictive, turns out preparing multiple units made the
poisoned condition while active. (The poison changes are allomancer about as powerful as they are portrayed in the
more for thematic purposes than balance. The damage books, which is a bit much for level 7...
reduction cap was implement shortly before posting the
first version, thinking that straight damage reduction might
be too strong at low levels. After playtesting it feels
unnecessary, and the damage cap just makes the feature
feel really bad. The d6 hit die is already a big enough
penalty for having access to pewter.)
Pewters bonus action dash is now a Flare effect, requiring
two charges, replacing its previous flared dash. (Being able
to dash as a bonus action is pretty strong, and it having
such a low cost compared to monks felt a bit unfair. And
then being able to double-dash as an action made
Allomancers insanely fast; which is cool but a bit too
much... Let's let monks and rogues be faster, or at least
equally fast)
The Weak Iron and Steel specialty had its wording fixed; It
now clearly states that the Allomancer can make all pushes
and pulls harmless, instead of just pushes and pulls that
would harm the Allomancer specifically.
Tin's passive effect now states that it lets the Allomancer
process information a lot faster, which was lightly implied
before but probably unclear to people that haven't read the
novels.
Removed mentions of the Heavy Metal and Death Metal
features; Those were removed before I posted the pdf, but
still referenced in 3 places (Heavy Metal and Death Metal
were rolled into Rust and Ruin; They were the d6 and d8
respectively. Having the dice changes be single class
feature was cleaner.)
V1.2, 14th October, 2018
Zinc and Brass now last a full minute per charge. Brass'
flare costs three charges, up from two.
Zinc and Brass felt pretty awful in practice; It was nearly
impossible to have either burning throughout a conversation,
since conversations tend to last longer than 2 minutes. Their
basic effects just couldn't live up to what they were supposed
to do without dedicating your entire loadout to one of the two
metals, and then you'd barely make it through a single
conversation before having used up all your resources, which
isn't the case for using other metals for utility / RP.
V1.3, 6th June, 2019
Pewter Specialties
Abs of Pewter's cost to 2 charges.
Speed Metals speed bonus reduced to 10 feet, and it no
longer grants another reaction.
Platinum
It's previous active effect is now listed as a flare effect and
the option to add half the result to your AC was removed.
The pseudo-legendary action flare was removed.

29
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
More Credits
The Coppermind wiki from the 17th Shard has
helped me learn a lot more about Allomancy and
Art Credits served as a great reference while making this
homebrew.
Brandon Sanderson of course for writing all these
amazing books, I highly recommend reading all of
them if you enjoy unique, well thought out worlds
Cover Image - Manuel Castañón and magic systems. The Final Empire is the
starting point for Allomancy, The Way of Kings for
the Stormlight Archive series - which I believe is
Final Empire and Well of Ascension Book Covers more popular - and he has Warbreaker available
for free on his website.
by Chris McGrath
Allomancy Symbols - Hosted by the Blades and
Beasts wiki, some may have been edited slightly.
Survivor of Hathshin by rmassarani Originals are property of Brandon Sanderson / Tor,
used for his novels.
Vin by Mary Haney Maity Euschen: For writing all this stuff, totally
awesome guy, and no I'm totally not praising
myself here.
Coinshot - Mistborn Adventure Game

Pewter Drag - Dave Rapoza

Riot by Firatsolhan

Mistborn Era 2 spanish book covers by Triptych

Allomancy Table by Isaac Stewart

Almost all class mechanics are taken directly or


adapted from the Mistborn novels by Brandon
Sanders, which I highly recommend you read!

The first Mistborn trilogy consists of The Final


Empire, The Well of Ascension and The Hero of
Ages.

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