Scadrial Handbook
Scadrial Handbook
Credits
Designer: Kwanpo C.
Editor: Ananya R.
Original Ruleset: Dungeons & Dragons 5th Edition by Wizards of the Coast LLC
ook Series by Brandon Sanderson
Based on: Mistborn B
Handbook Version: 1.02
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Welcome to Scadrial
You have just arrived on the isolated war-torn planet of Five Things to Know
Scadrial. You have marveled at cloaked figures trailing What is Scadrial? Here are the key things to know:
through midnight skies without visible means of propulsion.
You have narrowly avoided a defending scholar who has 1. A Setting of Two Eras. The first Mistborn trilogy is set in
grown to the size of an elephant - his bulging muscles Era 1: a medieval time period transformed by literal
straining against his bracers’ confines. You have watched a world-changing events. The cruel Lord Ruler governed
noble bend time around her to duck out of a bullet’s path. Scadrial with an authoritarian centuries-spanning Empire
Where do you even start? until it was overthrown by the Resistance. The second
This Guide provides insight into the rich world of Scadrial. Mistborn series is set in Era 2: an industrial time period
Here, there are no heroes or villains - only good intentions and years after the fall of the Empire. Though centuries have
a storied history of endless struggle. passed, the undertones of social unrest still remain. Each Era
has unique restrictions and stories to explore.
Using this Book
This guide encompasses a set of new homebrewed rules 2. Cosmic Shards. Like other planets in the cosmere, Scadrial
developed for a D&D game using elements of Brandon was created and controlled by cosmic entities called Shards.
Sanderson’s Mistborn Series. Because these mechanics and They remain consistent influences on their world through
rules are specific to its lore, Dungeon Masters should be whispers to their mortal agents. Conflicts between Shards
careful when combining Scadrial and other published D&D serve as driving forces behind many of Scadrial’s events.
settings. Hostile Shards and world travelers occasionally emerge and
threaten the established peace.
Chapter 1 presents a short overview of Scadrial and offers
background knowledge of the source material. 3. A World of Metal. Allomancers, Feruchemists, and
Chapter 2 provides advice for running a game using the Hemalurgists use specially crafted metals to unlock
new mechanics. incredible powers. In the right hands, even the smallest nail
Chapter 3 includes two new character race options for can be transformed into an instrument of death.
players native to Scadrial: the kandra and the kolossborn.
4. A Land of Secrets. Both eras have their share of mysteries.
Chapter 4 presents three new class options that use a
Neither the Lord Ruler nor even the Shards know the
special subclass methodology: the Allomancer, the
complete history of this planet. A malevolent Shard
Feruchemist, and the Hemalurgist. This chapter also includes a
carefully changes the written histories despite the scholars’
new fighter archetype called the Hazekiller.
best efforts to preserve it. Factions of nobility war endlessly
Chapter 5 includes new monsters and NPCs drawn from
with each other and the slave lower class. An ancient hunter
the world of Scadrial such as massive koloss ancients to
re-emerges from obscurity and threatens the peace. News of
twisted chimera.
a previously undiscovered continent of people changes the
Chapter 6 includes new items and other treasures specific
face of this planet.
to Scadrial like metal ores and modified metal-free armor.
5. Not Like D&D. Scadrial is generally devoid of magic and
Spoiler Warning fantastic creatures. You will find it shares very few
This guide includes major spoilers for Brandon Sanderson’s similarities with traditional D&D. Not every class, race,
Mistborn series and minor spoilers for the Cosmere shared monster, spell, and magic item found in officially published
universe. content is appropriate in Scadrial, though parts of Scadrial
can be incorporated into a whole new setting.
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History of Scadrial The Metallic Arts
The magic system encompasses three Metallic Arts:
In the dawn of time, two cosmic beings called Preservation
Allomancy, Feruchemy, and Hemalurgy. An Allomancer can
and Ruin shared in the creation of the planet Scadrial. Known
burn specific metals to release power; a Feruchemist can store
as Shards, their combined powers of creation and destruction
attributes inside metal for retrieval at a later time; a
formed a delicate cycle. But Preservation sought to let his
Hemalurgist uses a bloody sacrifice to transfer power. Each
creatures flourish and imprisoned Ruin, which finally allowed
Metallic Art uses sixteen standard metals – each with distinct
humanity to spread.
effects detailed in their respective class sections. Other rare
However, the vengeful Ruin set an elaborate plan to destroy
“God” metals produce different stronger effects.
Scadrial. From his prison, he manipulated Scadrial’s written
Allomancy and Feruchemy is genetic. Allomancy is usually
history to trick the Scadrians into releasing him. But before he
restricted to the nobility and their descendants and Feruchemy
could succeed, an adventurer named Rashek discovered this
runs in the Terrisfolk bloodline. This inheritance of power
plot and absorbed Ruin’s power instead, which let him briefly
often caused friction along many racial and socio-economic
ascend to Shardhood.
divisions.
Now known as the Lord Ruler, Rashek established a cruel
Final Empire to continue protecting Scadrial from Ruin. The
world became shrouded in frequent ashfalls and nightly mists.
The Two Eras
Society was redesigned with an upper noble class and an Each Era in the Mistborn series offers a unique setting and has
enslaved lower class called skaa. The Lord Ruler viciously heavy restrictions on the classes, subclasses, and races
maintained his empire and prevented technology from available for play.
progressing beyond a medieval level. Era 1. Technology in Era 1 is analogous to the medieval
A band of heroes later overthrew the Lord Ruler and level. The Lord Ruler suppressed technological development
unwittingly released Ruin. Realizing their mistake, they and restricted knowledge of the Metallic Arts to basic metals:
destroyed both vessels for Preservation and Ruin, which tin, pewter, iron, steel, zinc, brass, copper, bronze, gold, and
allowed a scholar to absorb both Shards and ascend to atium. Furthermore, Feruchemists were mostly eradicated and
Shardhood. With Scadrial finally free from the Lord Ruler’s nearly all Hemalurgists worked as agents of the Lord Ruler or
oppression, society began developing in earnest. Ruin. The kandra were rare and kolossborn were not yet
Three hundred years later, technology advanced to a point created.
analogous to the Industrial Age. Yet, the peace is far from Era 2. Technology in this setting is industrial. Vehicles and
settled. Whispers of revolution spread amongst disgruntled trains traveled long distances and the police wielded firearms
inhabitants and a new mystery develops as the remnants of the far stronger than Allomancers of old. Metallic Art researchers
Final Empire re-emerge. have discovered all sixteen metals and the more adventurous
practitioners even combined effects of Allomancy and
Scadrian People Feruchemy with extremely powerful results
The world is mainly inhabited by humans. The charted world
comprises only a single central continent, though there are
murmurs of unknown Southern Scadrians beyond the
Burnlands. Other rare races like the shapeshifting kandra, the
monstrous koloss, and their kolossborn descendants also roam
the world in small isolated groups.
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Chapter 1: Running a Game
The world of Scadrial is very different from those in officially
published D&D content. Veteran players and Dungeon
Additional Rules
Masters are advised to thoroughly understand the implications New classes and features in this book are built upon new
of this setting like the lack of magic and other races. This mechanics that are heavily relied upon. DMs should have an
chapter offers some advice and a set of new rules to intimate understanding of their use.
successfully run a D&D game set on Scadrial.
Metallurgy
Preparing the Setting Allomancers must ingest small pieces of metal to fuel their
Determine if your setting will be set in Scadrial or if your magical abilities. This metal usually comes in the form of
story will draw from established canon. The lore in the books metal shavings mixed in an alcohol solution stored in vials.
can be restrictive in its scope due to its non-magical and Vials come in three sizes and can be composed of any mixture
human-centric setting. A great alternative to setting your story of charges from different metals.
on Scadrial is transplanting portions of this guide to another
setting instead. Metallurgic Vial Categories
Carefully consider the time period. Some Metallic Arts rely
on the presence of metals in the environment, so a medieval Size Maximum Charges Stored in Vial
age setting will vary greatly from an industrial age setting.
Small Vial 2
Allomancers may have difficulty obtaining their metal if
certain metallurgic practices have not been developed. Medium Vial 4
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Weight Class
Some subclasses of the Mistborn magic system rely on weight.
For example, Coinshot Allomancers who push on metal
objects use the weight difference between the pusher and the
object to determine the strength of their power.
An individual creature or object can be one of seven weight
classes as shown in the Weight Categories table. Where
multiple creatures or objects are securely attached to each
other, you combine their total weight to determine their
overall weight class. For example, a coin pushing against a
building would be considered Immovable.
Weight Categories
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Chapter 2: Scadrian Races
The world of Scadrial is populated primarily by humans some build fancy, shiny bones of quartz and crystal for display
organized into various states and factions. However, most while others build strong and sharp bones for combat.
inhabitants spend their entire lives not knowing of other races
that live amongst them. This chapter offers two new playable A Lifetime of Servitude
races for your character to choose from: the kandra and the Kandra are nearly immortal, though they still exhibit
kolossborn. symptoms of aging and battle, such as weakness and frailty.
As you make a character from one of these races, this They have a broad perspective on events that trouble mortal
section can help you understand your character's place in a races and are not disturbed by death. The First Generation of
world ruled by humans. kandra have lived over a thousand years.
To prevent humans from exploiting their powerful
Kandra are secretive shapechangers who can disguise shapeshifting abilities, kandra eventually entered into rigid
themselves as other people and beasts. Contracts with the humans and enslaved themselves in
Kolossborn are descended from the monstrous koloss who exchange for safety. It is for this reason many kandra despise
once violently roamed the country. their human masters. Kandra are known to be secretive,
keeping to themselves and mistrusting of all others, including
Kandra each other. They are not prone to violence and are especially
averse to killing humans.
When the Lord Ruler offered his plan to his Feruchemist
friends—the plan to change them into mistwraiths – he was
making them speak on behalf of all the land's Feruchemists.
Elusive Society
Though he changed his friends into kandra to restore their Kandra are rarely found outside their homeland and emerge
minds and memories, the rest he left as nonsentient only to take Contracts. Very few people had the money to
mistwraiths. […] From these children of the original open these contracts, making kandra almost mythical in
mistwraiths, he made the next generations of kandra. nature. Some kandra wander the earth in search of a purpose,
— Sazed occasionally taking new Contracts.
The Hero of Ages Kandra like to remain in the shadows and draw little
attention to themselves. Due to their shapeshifting nature, they
Kandra are a secret race of shapeshifters. After all the Terris also excel at mimicry and disguise. The best of them are
people were changed into mindless mistwraiths by the Lord nearly indistinguishable from their originals, which makes
Ruler during the First Ascension, some were granted sentience them excellent spies.
by Hemalurgic spikes called Blessings. The kandra race is
generally isolated and prefer to remain hidden or disguised. Kandra Names
Most are not inclined to the wandering lifestyle, emerging Kandra do not reproduce, but are created. Kandra are given
only when necessary. names at “birth” when they are granted sentience by their
Blessings. They can choose their gender if they wish.
Diversity of Body
Most kandra spend their lives in many humanoid forms. Names: BalTaad, FhorKood, Haddek, HanKaar, HunFoor,
Kandra’s natural forms are similar to mistwraiths in JanSoon, MirNoon, ParNott, PlaTor, TarKavv, TerLin.
appearance: medium-sized amorphous translucent blobs.
However, the kandra’s chosen forms can range from a small Kandra Traits
3-foot beast to a large, imposing 6½-foot tall human. Your kandra heritage grants you a variety of abilities.
To shapeshift, kandra simply mold their body around a set Class Restriction. At 1st level, you must choose the
of bones, often taken from a freshly digested creature. Most Hemalurgist class unless allowed by the Dungeon Master.
frown upon taking a beast or inhuman form, calling it Ability Score Increase. Your shifting body makes you agile.
indecent. Kandra’s versatile bodies also allow them to hide Your Dexterity score increases by 2.
objects or weapons inside themselves. Age. Kandra grow quickly after their creation. They learn to
Although kandra bodies are immune to most forms of absorb bones and flesh within hours, forming their first bodies
damage, the bones they wear are not; if the bones crack or within weeks. They attain the size and development of a
crumble, it becomes difficult for kandra to move or speak. 10-year-old human child by the age of 1 and reach adulthood
Kandra typically carry custom bones to form personal bodies; by 3. They live indefinitely and do not visibly age.
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Alignment. Kandra tend to be lawful because of their
Contracts. Kandra often side with the Whisperers who control Forger Body
them. Forger kandra are focused on the art of impersonating their
Size. Kandra typically average between 4 and 5 feet in targets. They are quick changers, often finding the need to
height, with a slender build. Your size is Medium and your quickly switch bodies for a Contract. They are impressively
weight is Middleweight. indistinguishable from their original counterparts and pride
Speed. Your natural form’s walking speed is 5 feet. themselves on their skill.
Shapeshift. You can transform your body and take on Ability Score Increase. You are well-versed in social
another appearance. You can digest a humanoid or a beast interaction. Your Charisma score increases by 1.
over the course of an hour and then shapeshift into its physical Unmatched Mimicry. You have proficiency with the
form using its bones, nails, and hair. Deception skill. You only have to spend 1 hour studying a
The creature cannot have a CR higher than your player level creature’s behavior to mimic its mannerisms perfectly.
divided by four. You can only shapeshift into a creature of Shapeshift Feature. You have a set of custom humanoid
your size. Your clothing and other equipment don’t change in bones made of your choice of crystal or stone. You can carry
appearance, size, or shape to match your new forms. You up to 3 additional sets of bones, but only one set can belong to
assume the creature’s Armor Class, speed, special senses, and a beast. The duration required to shapeshift into a known body
Strength, Dexterity, and Constitution scores. If the creature is is halved.
a beast, you gain its attacks. Finally, you retain the ability to
speak. Combat Body
The first time you shapeshift into a humanoid body requires Combat kandra build and wear stronger bones for combat.
1 hour of concentration. Subsequent shapeshifts into that body They locate their vital organs in unorthodox locations to avoid
require 10 minutes of concentration. Shapeshifting into a beast major damage. A favored tactic of combat kandra is hiding a
or a creature with substantially more hair or scales (such as a small weapon inside their bodies for backup.
wolf or lizard) requires a duration 6 times longer. If you are Ability Score Increase. Your custom bones are strong. Your
interrupted during shapeshifting, your body is incomplete and Strength score increases by 1.
you make every attack roll, ability check, and saving throw Combat Skeleton. Your custom bones are sharp. When you
with disadvantage until you finish shifting. make an unarmed strike, you deal slashing damage equal to
The final body is physically indistinguishable from the 1d4 + your Strength modifier.
original. If you are missing bodily materials, the body is Concealed Weapon. If the object you hide using your
incomplete and you can be noticed. If you have spent at least 1 Amorphous Body feature is a small weapon, such as a dagger,
day studying the creature’s behavior, you can also mimic its you can withdraw it as a bonus action. If you immediately
mannerisms perfectly. attack with the weapon after withdrawing it, you have
Amorphous Body. You can store or withdraw up to 1 small, advantage on the first attack roll against an unsuspecting
light object inside your body as an action. creature. If you hit, you deal bonus damage equal to your
Languages. You can speak, read, and write Common and level.
another language of your choice. Shapeshift Feature. You have a set of custom humanoid
Subrace. Choose one of the two subraces presented below bones made of your choice of reinforced material. You can
based on your choice of personal skeleton. carry up to 2 additional sets of bones, but only one set can
belong to a beast.
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Kolossborn Kolossborn Names
Kolossborn usually have names appropriate to the culture in
Originally, we assumed that a koloss was a combination of
which they were raised. Kolossborn living among the koloss
two people into one. That was wrong. Koloss are not the
tribes may have simpler names that reflect their childhood or
melding of two people, but five, as evidenced by the four
role, regardless of gender. A kolossborn in human society may
spikes needed to make them. Not five bodies, of course, but
have a human name. Some even combine human and koloss
five souls […] however, each spike also distorts the koloss
names if they find a home in both worlds.
body a little more, making it increasingly inhuman. Such is the
cost of Hemalurgy.
Names: Bastion, Fisher Lex, Fiver, Granite Sam, Hunter
— Sazed
Jules, One-Eye, Rabbit, Splitter Kel, Stone, Survivor
The Hero of Ages
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Chapter 3: Class Options
The Allomancer quickly swallows metal from a vial and burns Power of Preservation
it to fly across the rooftops. The Feruchemist thrusts a
Allomancers get their power through a special connection to
superheated palm through a melting wall as he releases his
the Shard of Preservation. By ingesting and “burning” certain
stored heat in one powerful burst. The lone Steel Inquisitor
metals, Allomancers focus their connection to Preservation,
stalks his prey through the city slums with supernatural
who grants them abilities in return.
abilities that rival the other Metallic Arts. This chapter
Allomancers who can burn only one metal are called
introduces three new class options with over twenty-four new
Mistings, whereas Allomancers that can burn all metals are
subclasses and a new Fighter archetype called the Hazekiller.
called Mistborn. Normally, an Allomancer can either burn
one or all metals, but Mistings can be granted the ability to
Allomancers ingest and burn metal in their bodies to fuel their
burn more metals through Hemalurgy.
martial techniques.
Allomancy is hereditary – throughout the Final Empire, it
Feruchemists store attributes for later use, which can be
was restricted to nobility by the Lord Ruler. Allomancy is
released in a powerful burst.
awakened when the Allomancer undergoes heavy emotional or
Hemalurgists steal power from the other Metallic Arts
physical stress. This event triggers a crack in the soul that
through a deadly sacrifice.
allows them to use that power.
Allomancers tend to prefer non-metallic armor and
These new classes use a special interchangeable system
weaponry to avoid the influence of Steel Metalpushes or Iron
called subclass levels. For most Allomancers and
Metalpulls. However, metals inside the body, whether pierced
Feruchemists, subclasses are as straightforward as the
or ingested, cannot be affected by other Allomancers.
traditional D&D system. Hemalurgists, Mistborn
Allomancers, and Keeper Feruchemists have special abilities
Creating an Allomancer
that let them gain multiple types of subclass levels.
Allomancers come from all spectra of alignment. As you build
Additionally, Allomancer and Feruchemist proficiencies are
your character, think about their connection with the power.
granted by subclasses instead of the class because each of the
Allomancy is strongly tied to nobility and the Lord Ruler,
subclasses are so diverse.
which actively affects the Allomancer’s life.
This book also introduces the Hazekiller Archetype, who are
Your character may have inherited noble blood, but your
fighters that cannot practice the Metallic Arts, but are
motivations can vary. You may be the illegitimate offspring of
specially trained in defeating those who can.
a noble and a commoner, hidden from the empire for safety.
Allomancer Perhaps you still serve the Lord Ruler and seek to restore the
old social order. You may have stumbled upon a dark secret
Perched on an iron spire against the full moon, a figure peers about your fellow ruling class and vowed to disown the
into the darkness of his city, catching quick glimpses of people symbol of your status.
and their conversations below.
Guided by levitative pushes of steel, a woman streaks Quick Build
through the air with her mistcloak fluttering, firing coin after You can make an Allomancer quickly by following these
coin at the unnatural koloss brutes, piercing their flesh with suggestions. First, put your highest ability score in Dexterity,
sickening splashes. followed by Wisdom. Second, choose the Urchin background.
Burning with an unnatural rage, throngs of villagers storm For your Allomantic Focus subclass, choose Tin.
their master’s castle, spreading unrestrained destruction as a
man smiles and carefully riots their anger into a seething Class Features
crescendo.
As an Allomancer, you gain the following class features.
Whether pushing their bodies beyond the physical limits or
Different Allomantic Focus subclasses will grant additional
altering the pace of time, Allomancers are forces of nature that
features normally provided by other classes.
can shape the course of history through their quest for power,
glory, or revolution. They are not all adventurers and heroes,
Hit Points
but it is all but guaranteed that every legend will always have
Hit Dice: 1d10 per Allomancer level
one.
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per Allomancer level after 1st.
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Proficiencies Equipment
Armor: Light armor (Allomancers prefer to not wear metal You start with the following equipment, in addition to the
armor) equipment granted by your background:
Weapons: Simple weapons (Allomancers prefer to not use ● (a) any weapon you are proficient with, or (b) a shield
metal weapons, substituting it for wood, stone, or obsidian) ● (a) leather armor, (b) ballistic vest armor if proficient, or (c)
Saving Throws: Refer to Focus proficiencies obsidian mail armor if proficient.
Skills: Refer to Focus proficiencies ● (a) a shortbow and 20 stone arrows or (b) two stone
handaxes
● (a) a diplomat’s pack or (b) an explorer's pack
● A set of metallurgist's tools and 4 small metal vials filled
with your choice of metals
The Allomancer
Proficiency Maximum Metallurgy
Level Bonus Charges Bonus Features
6th +3 6 2 Energizer
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Allomancy Variant Rule for Obtaining Charges
At 1st level, your heritage allows you to burn and activate the Instead of using rules for ingesting charges and metal
power from metals in your stomach. These metals must have a poisoning, Allomancers can instead gain all charges at the
specific purity or chemical composition. end of a short or long rest.
Metal Charges
Your Allomantic abilities are represented by a number of
Allomantic Focus
charges. If you have the ability to burn multiple metals, each At 1st level, you choose a Focus subclass to specialize in, such
metal is represented by its own charge. You can spend these as Pewter or Mistborn, and you gain a Focus level in that
charges to fuel your powers. metal. A Focus level is a subclass level, a concept important
As an action, you can ingest and activate a vial of metals for players with multiple subclass Focuses. When you gain a
(see the Metallurgy section in Chapter 1: Running a Game) to level in Allomancy, you gain a Focus level in your chosen
regain charges in that metal. The maximum amount of charges Focus.
you can hold in your body increases as you gain levels in You gain the bonus proficiencies and features detailed in
Allomancy as shown on the Allomancer table. your chosen Allomantic Focus. You gain additional features at
2nd, 3rd, 7th, 11th, 14th, 17th, and 20th Focus levels.
Burning Metals Ascended Focus. When you reach 20th level in a Focus,
Your choice of Allomantic Focus allows you to burn specific you become either an expert or savant. Experts in their Focus
metals. When you burn that metal in your stomach, you are gain a mastery of their metal through extensive experience and
spending metal charges to activate special abilities. Some exhaustive study. Savants, on the other hand, have burned
metals grant you benefits while you are burning them and their metal so extensively they gain incredible benefits at great
others only require that you burn the metal as part of an action physical cost.
to use an ability. You immediately stop burning metals if you
have no metals left, if you fall unconscious, or if you are Metallurgic Discipline
affected by the draining effects of aluminum or chromium. At 1st level, you know how to purify and produce superior
Flaring Metals. Flaring is a stronger form of burning. While metal shavings for your use. You craft additional charges each
flaring, you use up more charges, but the effects of your time you use your metallurgist's tools to craft charges for a
abilities are more powerful. When flaring a metal, you are still metal you can burn The number of extra charges you craft is
considered to be burning it. shown in the Metallurgy Bonus column of the Allomancer
Improper Metals. If you attempt to burn a metal that you table.
cannot burn, or a metal that is improperly mixed, you gain 1
level of exhaustion. Allomancy Style
At 2nd level, you develop a particular style of Allomancy as
Metal Poisoning your specialty. Choose an Allomancy Style from the list of
If you have charges remaining at the end of a long rest, the optional features. You can't take the same option more than
metal poisons you and you suffer from exhaustion based on once, even if you get to choose again.
the number of charges you have remaining, as shown on the
table below. Blade Flurry
While you are dual-wielding two daggers with the light
property, you can make an additional attack whenever you
Metal Poisoning
take the attack action.
Charges Remaining Levels of Exhaustion
Cache
1-2 1 You can use an action to keep up to two charges of metal in
your mouth, and ingest it whenever you spend charges. This
3-5 2
charge cannot be affected by Allomantic Pushes or Pulls
6-9 3 because it is in your body.
10 or more 4 Dueling
When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that
weapon.
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Metallurg Metal Reserve
You craft one additional charge each time you use your At 9th level, your body becomes adapted to a Focus metal of
metallurgist's tools to craft charges for a metal you can burn. your choice. When you finish a long rest with 2 charges of the
chosen metals remaining, you do not suffer the side effects of
Scout metal poisoning. This increases to 3 charges at 13th level, and
You have advantage on initiative rolls and cannot be 4 charges at 17th level.
surprised.
Rapid Recharge
Survivor
Beginning at 10th level, you can ingest and activate the
While you have no charges remaining, you have a +1 bonus to
contents of a small vial as a bonus action instead of an action.
your AC.
Energizer
Starting at 6th Focus level, you can use a bonus action to
spend 1 charge and regain hit points equal to 1d8 + your
Allomancer level.
Once you use this feature, you can’t use it again until you
finish a short or long rest.
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Allomantic Focuses
As an Allomancer, you are either a Misting or a Mistborn. Of the sixteen standard metals and three god metals, only
Mistings can only burn one type of metal whereas Mistborn ten are fully developed into subclasses, which are presented in
can burn all of them. This specialization is represented by your this section. The remaining metals are considered impractical
Focus, which grants you additional features. Each Focus may for a character, but some of their features are detailed in the
also grant you additional proficiencies and equipment. Optional Focuses section at the end of the Allomancer class.
When you gain a level in Allomancer, you gain a level in
your chosen Focus. If you are a Mistborn, you follow a
different set of rules detailed in the Mistborn Focus section.
Allomantic Focuses
Focus Metal Description Primary Ability Saving Throw Bonus Armor and Weapon Proficiencies
Proficiencies
Coinshot Steel Pushes on metals to take flight Dexterity Strength and Dueling canes, hand crossbows,
and launch deadly shrapnel Dexterity longswords, shortswords
Lurcher Iron Pulls on metals in careful, Strength Strength and Medium armor, heavy armor, shields,
measured lurches Dexterity martial weapons
Pewterarm Pewter Draws on a large reserve of Strength or Strength and Medium armor, shields, martial weapons
strength and power Dexterity Constitution
Pulser Cadmium Slows the passage of time to Strength and Wisdom and Medium armor, heavy armor, shields,
entrap and disable enemies Intelligence Intelligence martial weapons
Rioter Zinc Riots emotions of others to Charisma Wisdom and Dueling canes, hand crossbows,
disrupt and enrage Charisma longswords, rapiers, shortswords
Seeker Bronze Detects the presence of Wisdom Strength and Medium armor, shields, martial weapons
Allomancy as a relentless hunter Wisdom
Slider Bendalloy Squeezes in extra time for Dexterity and Dexterity and Dueling canes, hand crossbows,
concealment and retaliation Intelligence Intelligence longswords, rapiers, scimitars, shortswords
Smoker Copper Masks Allomantic signatures as Strength and Wisdom and Medium armor, heavy armor, shields,
a protector of allies Charisma Charisma martial weapons
Soother Brass Soothes emotions of targets to Charisma Constitution Medium armor, shields, martial weapons
calm and incapacitate threats and Charisma
Tineye Tin Heightens senses to avoid Dexterity and Dexterity and Medium armor, dueling canes,
danger and gain the upper hand Wisdom Intelligence shortswords, longswords, rapiers
Mistborn All Types Wields the power of every Any Dexterity and Mistcloaks, battleaxes, hand crossbows,
Allomantic Focus Charisma pikes, shortswords, scimitars
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 13
Coinshot Focus varies based on the Weight difference between you and the
object, as shown in the Metalpush Interactions table. You
Allomancer who burn steel gain the ability to push all metal
cannot pull on aluminum or metals inside a body.
except aluminum away from themselves. Known as Coinshots,
Some Metalpush effects require targets to make a saving
they are often seen soaring through city skylines by levitating
throw. The saving throw DC is calculated as follows:
on their metalpushes.
Metalpush Interactions
Two or more weight classes lighter If the object is not being worn, you can metalpush it in a straight line away from you. The object is moved
than you up to a number of feet equal to your Metalpush range. If the object being held, the creature must succeed on
a Strength saving throw or drop the object, and you metalpush it as described.
A creature in the path of this object must succeed on a Dexterity saving throw or take 1d6 bludgeoning
damage. When the object hits a creature, you immediately stop metalpushing it and it falls to the ground.
If a creature is wearing the object, you can make a Strength (Athletics) check contested by the target’s
choice of Strength (Athletics) or Dexterity (Acrobatics) check, knocking the creature prone on a success.
Alternatively, the creature may use a reaction to remove the object if it does not take longer than one action
to do so (DM’s discretion). You have advantage on this check if the creature is one weight class lighter than
you and you automatically succeed if the creature is two or more weight classes lighter. Conversely, you
have disadvantage if the creature is one weight class heavier than you and you automatically fail if the
creature is two or more weight classes heavier.
Within one weight class of you If the object is not being worn or carried, you metalpush the object towards you across the ground, up to a
distance equal to half your Metalpush range. If the object being held, the creature must succeed on a
Strength saving throw or drop the object, and you metalpush it as described.
If the object is being worn, the creature must make a Strength saving throw or be pushed up to 10 feet
towards you.
Two or more weight classes You fly in a straight line away from the object up to your speed. If you travel more than twice your speed in
heavier than you, or is immovable a single turn and collide with a hard surface, you take 1d6 bludgeoning damage for every additional 10 feet
you moved up to a maximum of 20d6, provided gravity or a Dexterity-based maneuver has not reduced your
impact (DM’s discretion). If you are wearing heavy armor, moving this way costs two feet of movement for
every foot moved.
If a creature is in your path, you stop at the first unoccupied space in front of it.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 14
Steel Flare Magnet Bomb. As an action, you can spend 2 charges to target
At 2nd Focus level, you can flare steel. Whenever you spend every metal object of your choice within 5 feet of you with a
charges of steel, you can instead spend 4 times as many metalpush. This range increases to 10 feet at 11th Focus
charges to flare it. Until the end of your turn, you have level and 15 feet at 17th Focus level.
advantage on Strength checks and saving throws you make Magnet Ward. If you are hit by an attack made with a metal
when you use your Metalpush feature. object, you can spend 1 charge as a reaction to reduce the
When you flare steel to use your Metalpull feature to target damage taken by 1d4. This increases to 2d4 at 11th Focus
an object, you can target one additional object as part of the level, and 3d4 at 17th Focus level. If you flare steel to use
same action, provided you are not using a steel technique. this technique, you roll twice as many dice instead for the
damage reduction.
Coinshot Metal Punch. While holding a piece of metal, you empower
Starting at 2nd Focus level, you can shoot tiny metal objects your punches with a slight metalpush. When you hit a
like coins or nails at lethal speeds. As an action, you can draw creature with an unarmed strike, it takes bludgeoning
a coin (range 30/60) and spend 1 charge to shoot it at a damage equal to 1d4 + your Strength modifier and its speed
creature you can see. Make a ranged attack. On a hit, it deals is reduced by 10 until the end of its next turn.
bludgeoning damage equal to your Dexterity modifier + 1d6 Nudge. You can use a bonus action instead of an action to
for each coin fired. At the end of combat, you can recover half metalpush a Floatweight metal object within range.
the coins you fired by searching the combat area. Repelling Fall. When you are falling, you can use a reaction
The number of coins you can fire increases by one at 7th to drop a metal object against the surface below and slow
Focus level (2 coins), 11th Focus level (3 coins), and 17th your fall. You take no fall damage.
Focus level (4 coins). If you flare steel to use this technique, Steel Bolt. As a bonus action, you drop a metal object and
the d6 damage dice become d12s. spend 1 charge to metalpush yourself up to 10 feet in a
direction of your choice. This movement does not provoke
Steel Technique opportunity attacks.
Starting at 3rd Focus level, you learn new ways to metalpush. Steel Dash. You can spend 1 charge as a bonus action to
You learn three techniques of your choice: metalpush on a metal object two or more weight classes
heavier than you, and you fly in a straight line up to your
Buoyant. While your Metalsense is active, your base move speed away from it. If you flare steel to use this technique,
speed increases by 10 feet. The bonus becomes 15 feet at you can fly up to twice your speed instead.
11th Focus level and 20 feet at 17th Focus level. Violent Push. You can metalpush objects farther, up to an
Charging Tackle. When you metalpush yourself towards a additional 10 feet. This bonus increases to 20 feet at 11th
creature and stop within 5 feet of it, you can attempt to Focus level and 30 feet at 17th Focus level.
shove the creature as a bonus action. You make this check
with advantage. On a success, you choose whether the You learn an additional technique at 7th, 14th, and 17th
creature is either knocked prone or pushed 15 feet away Focus levels. Each time you gain a Focus level in this
from you. subclass, you can also replace one technique you already
Coin Spray. You can spend 2 charges as an action to launch a know with a different one.
spray of 20 tiny metal objects in a 20-foot cone. Each
creature in the cone must make a Dexterity saving throw, One Step Ahead
taking 3d6 bludgeoning on a failure and half as much on a Starting at 3rd Focus level, when a creature ends its movement
success. This damage increases to 5d6 at 11th Focus level within 5 feet of you, you can use your reaction to move up to
and 7d6 at 17th Focus level. If you flare steel to use this 10 feet without provoking attacks of opportunity.
technique, the d6 damage dice become d12s.
Coin Dodge. When you are subject to a Dexterity saving Steel Flight
throw, you can spend 1 charge and 1 tiny metal object to When you reach 7th Focus level, metalpushing becomes
gain advantage on the save. natural to you for mobility. As part of your movement, you
Extra Coin. You can use a bonus action to fire one tiny metal can spend 1 charge to metalpush on a metal object two or
object as detailed in the Coinshot feature. more weight classes heavier than you and fly up to your speed
Locksmith. You can attempt to manipulate a lock’s tumblers away in a straight line. If you flare iron to use this feature, you
with a metalpush. When you try to pick a metal lock, you can fly up to twice your speed in that direction.
can spend 1 charge to gain advantage on the check.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 15
Advanced Steel Technique Move Mountains
Beginning at 11th Focus level, you learn one of the following Beginning at 17th Focus level, you can burn steel in a burst to
special techniques. You can replace one advanced technique move extraordinary weight. You can use your action to spend
with another one when you gain a Focus level in this subclass. 6 charges and metalpush on a metal object up to two weight
At 20th Focus level, you learn another advanced technique. classes heavier than you within range, provided you are
securely anchored and the object is movable. The object is
Hole Punch. You explosively punch a piece of metal at your pushed up to a number of feet equal to your Metalpush range,
targets. As an action, you can spend 1 charge and make a and creatures that make Strength saving throws as a result of
melee attack. On a hit, the target takes 3d10 piercing this action do so with disadvantage. You then gain one level of
damage and it cannot until the start of its next turn. exhaustion.
Shove. Prerequisite: Nudge. When you use your Nudge
technique, you can target metal objects that are Steel’s Ascent
Featherweight or lighter. At 20th Focus level, you can choose either the expert or savant
Shrapnel. Prerequisite: Extra Coin. W hen you deal damage path for steel:
with Extra Coin, you can force the target to make a
Constitution saving throw. On a failure, the target is Expert. Y
ou master the art of iron Allomancy and flight.
incapacitated until the end of your next turn. You gain the following benefits:
Steel Slash. Prerequisite: Steel Dash. Immediately after using
your Steel Dash technique, you can use your reaction to ● The cost of flaring steel is reduced by one charge.
make a melee weapon attack against a creature within range. ● You learn one additional steel technique of your choice.
Steel Chains. As an action, you can spend 1 charge and ● You reduce the damage taken from metalpush flight
metalpush a metal object against a creature to restrain it. collisions by 30 if you are not incapacitated, to a minimum
Make a Strength (Athletics) check, contested by the target’s of 0 damage.
Strength (Athletics) or Dexterity (Acrobatics) check. On a
success, the creature is restrained for 1 minute or until you Savant. You have burned steel excessively to the point your
lose concentration (as if concentrating on a spell). At the body relies on it. You have replaced normal sight with
end of its turn, the creature can make another check to end Metalsense as your primary sense. You gain the following
the effect. benefits and drawbacks:
The prerequisites for advanced techniques must be met for ● You no longer suffer the effects of metal poisoning.
you to learn it. If you replace a technique required for an ● While conscious, you create a magnetic field that repels
advanced technique, that technique must also be replaced. metal. Whenever you take damage from a metal object, you
can roll a d6 and subtract that from the damage taken.
Magnetic Levitation ● You automatically fail any Wisdom (Perception) and
Starting at 14th Focus level, you can spend 1 charge as a Intelligence (Investigation) checks made to search for
bonus action to metalpush against three or more immovable non-metal objects or creatures without metal.
metal objects within range to hover in the air. You can hover
at a height up to your Metalpush range for 1 minute or until
your concentration ends (as if concentrating on a spell). On
subsequent turns, you can drift up to half your speed, provided
there are new immovable metal objects at the destination.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 16
Lurcher Focus varies based on the Weight difference between you and the
object, as shown in the Metalpull Interactions table. You
Allomancers who burn iron gain the ability to pull all metals
cannot pull on aluminum or metals inside a body.
except aluminum towards themselves. Known as Lurchers,
Some Metalpull effects require targets to make a saving
they often work in teams with their Coinshot counterparts to
throw. The saving throw DC is calculated as follows:
push and pull metals. More adventurous Lurchers enjoy flying
through cities by pulling on buildings up to dangerous heights.
Metalpull save DC = 8 + proficiency + your Strength
First Level Proficiencies modifier.
When you choose this Focus at 1st character level, you gain
At 1st Focus level, your Metalpull range is 30 feet. This
the following proficiencies:
range increases to 40 feet at 7th Focus level, 50 feet at 14th
Focus level, and 60 feet at 20th Focus level.
● Armor: Medium armor, heavy armor, shields
● Weapons: Martial weapons, shields
Metalsense
● Saving Throws: Strength, Dexterity
Starting at 1st Focus level, you have Metalsense up to 120 feet
● Skills: Choose two from Acrobatics, Athletics, Intimidation,
as long as you are able to burn iron with your Metalpull
Perception, Sleight of Hand, and Stealth
feature. You can sense the presence of all metals except
Metalpull aluminum within the specified range. It appears as translucent
lines radiating from the chest towards metal, and creatures
Beginning at 1st Focus level, you can burn iron as detailed by
with this ability have advantage on Wisdom (Perception)
your Allomancy feature to metalpull metal objects toward you.
checks made to find specific metal objects.
You can spend 1 charge as an action to pull on one metal
object within range, such as a vial of metals, a metal weapon,
a suit of metal armor, or a cooking tool. The resulting effect
Metalpull Interactions
Two or more weight classes lighter If the object is not being worn, you can metalpull it up to any distance in a straight line towards you, and
than you you can catch it with a free hand if you are able. If the object being held, the creature must succeed on a
Strength saving throw or drop the object, and you metalpull it as described.
A creature in the path of this object must succeed on a Dexterity saving throw or take 1d6 bludgeoning
damage. If you let the object hit you, you also take this damage. When the object hits a creature, you
immediately stop metalpulling it and it falls to the ground.
If a creature is wearing the object, you can make a Strength (Athletics) check contested by the target’s
choice of Strength (Athletics) or Dexterity (Acrobatics) check, pulling the creature prone on a success.
Alternatively, the creature may use a reaction to remove the object if it does not take longer than one action
to do so (DM’s discretion). You have advantage on this check if the creature is one weight class lighter than
you and you automatically succeed if the creature is two or more weight classes lighter. Conversely, you
have disadvantage if the creature is one weight class heavier than you and you automatically fail if the
creature is two or more weight classes heavier.
Within one weight class of you If the object is not being worn or carried, you metalpull the object towards you across the ground, up to a
distance equal to half your Metalpull range. If the object being held, the creature must succeed on a Strength
saving throw or drop the object, and you metalpull it as described.
If the object is being worn, the creature must make a Strength saving throw or be pulled up to 10 feet
towards you.
Two or more weight classes You fly in a straight line towards the object. If you travel more than twice your speed in a single turn and
heavier than you, or is immovable collide with a hard surface, you take 1d6 bludgeoning damage for every additional 10 feet you moved up to
a maximum of 20d6, provided gravity or a Dexterity-based maneuver has not reduced your impact (DM’s
discretion). If you are wearing heavy armor, moving this way costs two feet of movement for every foot
moved.
If a creature is in your path, you stop at the first unoccupied space in front of it.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 17
Iron Flare hand. Each creature in the object’s path must succeed on a
Starting at 2nd Focus level, you can flare iron. Whenever you Dexterity saving throw or take 1d10 bludgeoning damage.
spend iron charges, you can instead spend 4 times as many The damage increases to 2d10 at 11th Focus level and 3d10
charges to flare it. Until the end of your turn, you have at 17th Focus level. If you flare iron to use this technique,
advantage on Strength checks and saving throws you make you roll twice as many damage dice.
when you use your Metalpull feature. Magnetic Fingers. You gain proficiency in the Sleight of
When you flare iron to use your Metalpull feature to target Hand skill. If you are already proficient in this skill, you
an object, you can target one additional object as part of the double your proficiency bonus.
same action, provided you are not using an iron technique. Metalwalk. You can spend 1 charge as a bonus action to walk
on vertical metal surfaces for 1 minute at no cost to your
Deflector Plate speed. You cannot be wearing heavy armor to use this
At 2nd Focus level, you gain a lurcher plate, a thick piece of feature. If you flare iron to use this feature, you can also
wood and leather designed to absorb heavy blows to the chest. walk upside-down on metal surfaces for the duration.
You are proficient with this plate. When you are hit by an Quick Draw. You can use a bonus action instead of an action
attack you can see, you can use your reaction to reduce the to metalpull a Floatweight metal object within range and
damage by 1d4. If the attack is made with a metal object, you you can catch it provided you have a free hand.
can spend 1 charge to roll 1d10 instead. Plate Protector. W hen a creature you can see attacks a target
The damage reduction increases at higher levels. You roll other than you that is within 5 feet of you, you can use your
two dice at 7th Focus level and three dice at 14th Focus level. reaction to impose disadvantage on the attack roll. The
If you flare iron to use this feature, you double the number of attack does not need to include metal.
dice you roll. Prospector’s Reach. Your base Metalpull range increases by
10 feet. This bonus increases to 20 feet at 11th Focus level
Iron Technique and 30 feet at 17th Focus level.
Starting at 3rd Focus level, you learn new ways to metalpull. Secret Strike. When you use your Metalpull feature and
You know three techniques of your choice: successfully deal damage to a creature with an object
collision, the creature must succeed on a Constitution saving
Anchor. Y ou can use a bonus action to shift into a stable throw or it has disadvantage on its next attack roll. If you
stance. You count as one weight class heavier and one size flare iron to use this technique, the creature has
larger until the start of your next turn. disadvantage on the save. This technique cannot be used in
Arms of Iron. When you metalpull yourself towards a creature combination with another technique.
and stop within 5 feet of it, you can attempt to grapple it as a
bonus action. You make this check with advantage. On a You learn an additional iron technique at the 7th, 14th, and
success, you deal the creature is grappled and takes 1d6 17th Focus levels. Each time you gain a Focus level in this
bonus bludgeoning damage. This bonus damage increases to subclass, you can also replace one technique you already
2d6 at 11th Focus level and 3d6 at 17th Focus level. know with a different one.
Full Heave. You can spend 2 charges as an action and target
every metal object of your choice within a 15-foot cone with Bulwark of Battle
your metalpull. The range of this technique becomes a Starting at 3rd Focus level, while you are wearing your
30-foot cone at 11th Focus level and a 40-foot cone at 17th Lurcher Plate, you can use a bonus action to make one melee
Focus level. weapon attack against a target within 5 feet of you. If the
Iron Curtain. W hen an allied creature within 5 feet of you is attack hits, the target takes 1d4 bludgeoning damage and is
hit by an attack made with a metal object you can see, you pushed 10 feet away from you. You use your Strength
can spend 1 charge as a reaction to grant it the benefits of modifier for the attack and damage rolls.
your Deflector Plate feature. The range increases to 10 feet
at 11th Focus level and 15 feet at 17th Focus level. Iron Flight
Iron Dash. You can spend 1 charge as a bonus action to When you reach 7th Focus level, metalpulling becomes
metalpull a metal object two or more weight classes heavier natural to you for mobility. As part of your movement, you
than you within range, and you fly towards it up to your can spend 1 charge to metalpull on a metal object two or more
speed in a straight line. If you flare iron to use this weight classes heavier than you and fly up to your speed
technique, you can fly up to twice your speed instead. towards it. If you flare iron to use this feature, you can fly up
Lethal Spear. You can spend 1 charge as an action to to twice your speed in that direction.
violently metalpull on a coin-sized Floatweight object
within range, and you can catch it provided you have a free
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 18
Advanced Iron Technique Iron’s Ascent
Beginning at 11th Focus level, you learn one of the following At 20th Focus level, you can choose either the expert or savant
special techniques. You can replace one advanced technique path for iron:
with another one when you gain a Focus level in this subclass.
At 20th Focus level, you can learn another advanced iron Expert. Y
ou master the art of iron Allomancy and flight.
technique. You gain the following benefits:
Crushing Iron. Prerequisite: Arms of Iron. When you ● The cost of flaring iron is reduced by one charge.
successfully use your Arms of Iron technique to grapple a ● You learn one additional iron technique of your choice.
creature, you can forego the extra damage to knock it prone. ● You reduce the damage taken from metalpull flight
Iron Slash. Prerequisite: Iron Dash. Immediately after using collisions by 30 if you are not incapacitated, to a minimum
your Iron Dash technique, you can make a melee weapon of 0 damage.
attack against a creature within range.
Metalrunner. Prerequisite: Metalwalk. You can ignore the Savant. You have burned iron excessively to the point your
heavy armor restriction when using your Metalwalk body relies on it. You have replaced normal sight with
technique. Metalsense as your primary sense. You gain the following
Plate Defense. Prerequisite: Plate Protector. When you are benefits and drawbacks:
wearing a Lurcher Plate, you gain a +1 bonus to your AC.
Quick Pick. Prerequisite: Quick Draw. When you use your ● You no longer suffer the effects of metal poisoning.
Quick Draw technique, the metal object can be ● While conscious, you create a magnetic field that can hold
Featherweight or lighter. up to 1 pound of metal objects against your body. These
ou can spend 1 charge as a bonus action to
Slingshot. Y objects are immune to the metalpull and metalpushes of
carefully metalpull on an anchored metal object and swing other creatures. While you have these objects on you, you
in an arc around it. You can release to fly in any direction, have a +1 bonus to your AC.
using angular momentum to gain extra movement equal to ● You automatically fail any Wisdom (Perception) and
twice your base speed for that turn. Intelligence (Investigation) checks made to search for
non-metal objects or creatures without metal.
The prerequisites for advanced techniques must be met for
you to learn it. If you replace a technique required for an
advanced technique, that technique must also be replaced.
Locate Metal
Starting at 14th Focus level, you can spend 1 minute in deep
concentration to locate a metal object within 1000 feet that is
familiar to you. If the object is in motion, you know the
direction of its movement. You can locate a specific object or
the nearest of a specific kind. You cannot locate aluminum
objects or objects encased in aluminum.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Move Mountains
At 17th Focus level, you can burn iron in a burst to move
extraordinary weight. You can use your action to spend 6
charges and metalpull on a metal object up to two weight
classes heavier than you within range, provided you are
securely anchored and the object is movable. The object is
pulled up to your space, and creatures that make Strength
saving throws as a result of this action do so with
disadvantage. You then gain one level of exhaustion.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 19
Pewterarm Focus
Mighty Attacks
Allomancers who burn pewter have increased physical
Beginning at 3rd Focus level, you can throw all of your
strength, speed, durability, and balance. Colloquially called
strength into your attacks. When you make your first attack on
Thugs, Pewterarms serve primarily as enforcers or soldiers
your turn, you can decide to attack with all your might. When
due to their physical prowess.
you do, you can make one additional attack and you have
advantage on your attacks until the end of your turn. Then you
First Level Proficiencies
gain one level of exhaustion.
When you choose this Focus at 1st character level, you gain
the following proficiencies:
Pewter Recovery
Starting at 3rd Focus level, you can use a bonus action to gain
● Armor: Medium armor, shields
temporary hit points equal to your Focus level + double your
● Weapons: Martial weapons
Constitution modifier, and you gain one level of exhaustion.
● Saving Throws: Strength, Constitution
● Skills: Choose two from Acrobatics, Athletics, Animal
Dauntless Strength
Handling, Intimidation, Nature, and Survival
Beginning at 7th Focus level, whenever you fail a check or
saving throw using Strength or Constitution, you can choose
Pewter Burn
to re-roll the die and use the new result. You then gain one
At 1st Focus level, you can burn pewter as detailed by your
level of exhaustion.
Allomancy feature. As a bonus action, you can spend 1 charge
and start to burn pewter. While burning pewter, you gain the
Enhanced Physique
following benefits:
Starting at 11th Focus level, your base walking speed
increases by 10 feet.
● You have a +2 bonus to damage rolls made with a melee
Additionally, you exhaust your opponents in combat. When
weapon and a +2 bonus to Strength and Dexterity checks.
you hit a creature with a melee attack, you can spend 1 charge
This bonus increases to +3 at 7th Focus Level, and +4 at
and force it to make a Constitution saving throw (DC = 8 +
14th Focus Level.
your proficiency + your Strength modifier). On a failure, the
● Your walking speed increases by 10 feet.
creature gains one level of exhaustion, up to a maximum of
three.
To continue burning pewter, you must spend 1 charge at the
start of each turn, which lasts until you end it early (no action Pewter Drag
required), have no charges remaining, or die. When it ends,
When you reach 14th Focus level, you can sprint for long
you must use another bonus action to start burning pewter
distances by continually burning pewter. As an action, you can
again.
spend 4 charges to start a Pewter Drag. For the next minute,
your base walking speed increases by 60 feet and you can take
Pewter Flare
the Dash action as a bonus action. After the duration, you gain
Starting at 2nd Focus level, you can flare pewter for additional
one level of exhaustion.
power. While burning pewter on your turn, you may choose to
spend 3 charges (no action required) and increase it to a flare, Undying Strength
which lasts until the start of your next turn. While flaring
Starting at 17th Focus level, pewter pushes you past your
pewter, you gain the following benefits:
limits. While you are burning pewter, if you take damage that
reduces you to 0 hit points and doesn't kill you outright, you
● The bonus to your damage rolls, Strength checks, and
can use your reaction to delay falling unconscious and
Dexterity checks for burning pewter is doubled.
immediately take an Attack action. While you have 0 hit
● Your walking speed increases by an additional 10 feet.
points during that extra turn, taking damage causes death
saving throw failures as normal, and three death saving throw
Undying Spirit
failures can still kill you. When you finish your attack, you
Beginning at 2nd Focus level, while you are burning pewter,
immediately fall unconscious.
you ignore the negative effects of exhaustion.
Once you use this feature, you can't use it again until you
When you begin a short or long rest, you can choose to
finish a long rest.
sleep and burn pewter to recover from exhaustion. At the end
of the rest, you can remove one additional level of exhaustion
for each charge of pewter you spend.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 20
Pewter’s Ascent
At 20th Focus level, you can choose either the expert or savant
path for pewter:
Expert. You master the art of pewter Allomancy and gain
the following benefits:
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 21
Pulser Focus Skipping Rounds at Higher Levels. When you reach certain
Focus levels, you can create Pulser bubbles that skip more
Allomancers who burn cadmium can create a bubble where
combat rounds by spending additional charges. You can spend
time is slowed. Creatures inside the bubble perceive time
up to 2 charges at 7th Focus level and up to 3 charges at 14th
outside as passing faster and creatures outside the bubble
Focus level, and the Pulser bubble skips a number of rounds
perceive time inside as passing slower. Pulsers use their
equal to the charges spent instead.
powers to great effect by potentially taking an enemy or
Bubble Radius. The bubble’s radius increases to 15 feet at
harmful effect out of combat for a time.
7th Focus level, 20 feet at 11th Focus level, 25 feet at 14th
First Level Proficiencies Focus level, and 30 feet at 17th Focus level.
When you choose this Focus at 1st character level, you gain
Cadmium Flare
the following proficiencies:
Starting at 2nd Focus level, you can flare cadmium. Whenever
you spend charges of cadmium, you can instead spend 4 times
● Armor: Medium armor, heavy armor, shields
as many charges to flare it.
● Weapons: Martial weapons
If you flare cadmium to use your Pulser Bubble feature,
● Saving Throws: Intelligence, Wisdom
your bubble’s radius increases by 10 feet and you impose
● Skills: Choose two from Arcana, Athletics, History,
disadvantage on the Dexterity saving throw made to escape
Investigation, Religion, and Stealth.
the bubble.
Pulser Bubble
Shield Pulse
At 1st Focus level, you can burn cadmium as detailed by your
When you reach 2nd Focus level, you learn to flash your
Allomancy feature to slow time. As a bonus action, you can
bubbles to deflect ranged projectiles. When you or an allied
spend 1 charge to start creating a 10-foot radius spherical
creature within 5 feet are the target of a ranged attack you can
bubble originating from your space. Before the Pulser bubble
see, you can spend 1 charge as a reaction to impose
fully forms, each creature in the bubble makes a Dexterity
disadvantage on the attack roll. You cannot use this feature if
saving throw. On a success, the creature can use its reaction to
you cannot create a Pulser bubble.
move up to half its speed, potentially out of the bubble’s
radius. The DC is calculated as follows:
Broaden Perspective
When you reach 3rd Focus level, you have learned to study
Pulser save DC = 8 + your proficiency bonus + your
the world through temporal variations. Whenever you skip a
Intelligence modifier
combat round because of your Pulser bubble, you gain a
Pulser die, which is a d6. The maximum number of Pulser dice
Bubble Effect. Each creature still inside the bubble must
you can have at one time is equal to your Intelligence modifier
skip its next combat round and its turn is removed from the
(minimum of 1). You lose any remaining Pulser dice you have
initiative order for that round. If an object or effect in the
when you begin a long rest.
bubble has a duration, its duration is similarly extended based
Whenever you hit a creature with a weapon attack, you can
on the number of rounds it skips.
expend one Pulser die and add the number rolled to the
Duration. The bubble lasts until the start of your next turn
damage roll.
(which excludes the round you skipped) or until you lose
Your Pulser die size increases as you gain Focus levels. The
concentration (as if concentrating on a spell).
die becomes a d8 at 7th Focus level, a d10 at 11th Focus level,
Bubble Boundary. The bubble’s boundary is visible as a
and a d12 at 17th Focus level.
shimmering surface. The bubble ends early if you touch the
boundary. A creature or object can only pass through the
Quantum Disorientation
boundary if it is Superweight or heavier, or if it is a
Starting at 3rd Focus level, you can briefly confuse enemies
fast-moving projectile. A projectile passing through the
with your Pulser bubbles. When your Pulser bubble ends,
boundary is deflected off-course and automatically misses.
choose any number of creatures in the bubble that skipped at
Allomantic Shield. Allomancy cannot pass through the
least 1 combat round. The first attack roll made against the
bubble boundary. If the bubble boundary separates a creature
chosen creature before the end of your next turn has
using Allomancy from the Allomantic target, the Allomantic
advantage.
effect ends.
Intersecting Bubbles. If two Pulser bubbles intersect,
creatures, objects, and effects must skip combat rounds for
both bubbles. If a Pulser bubble and a Slider bubble intersect,
both bubbles immediately end.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 22
Expanded Insight Cadmium’s Ascent
When you reach 7th Focus level, you learn to study your At 20th Focus level, you can choose either the expert or savant
surroundings through experience in your bubbles. Whenever path for cadmium:
you make a Wisdom (Insight) or Wisdom (Perception) check,
you can spend a Pulser die and add it to the roll. Expert. You master the art of cadmium Allomancy. You
gain the following benefits:
Desynchronized Field
Beginning at 11th Focus level, you can selectively manipulate ● The cost of flaring cadmium is reduced by one charge.
time around you. As an action, you can spend 1 charge to ● When you create a Pulser bubble, you can spend 1
create a field of compressed time that lasts for 1 minute. For additional charge to shape it into any form you wish,
the duration, each creature of your choice within 30 feet must provided its form stays within your maximum range and you
spend 2 feet of movement for every 1 foot moved. You cannot are inside the bubble.
use this feature if you cannot create a Pulser bubble.
As a bonus action, you can spend 1 charge to emit a pulse of Savant. You have burned cadmium excessively to the point
desynchronous energy. Each creature affected by the field your body relies on it. You gain the following benefits and
must make an Intelligence saving throw. On a failed save, the drawbacks:
creature takes psychic damage equal to your Pulser die and its
speed is reduced to zero. ● You no longer suffer the effects of metal poisoning.
● Your Intelligence score increases by 4 and the maximum for
Time Skip that score is 24.
Starting at 11th Focus level, you can create a Pulser bubble ● If each creature within your bubble’s range is willing, you
where time passes ten times slower. If each creature within can spend 1 charge to create a bubble that skips 100 rounds.
your bubble’s range is willing, you can spend 1 charge to For every six seconds that pass inside the bubble, 10
create a bubble that skips 10 rounds. For every six seconds minutes pass outside of it.
that pass inside the bubble, a minute passes outside of it. ● You automatically fail Intelligence and Wisdom checks if
you have not burned cadmium within the past 10 minutes
Cadmium Body (relative to you).
Starting at 14th Focus level, your physical form surges with
Investiture. Whenever your Pulser bubble ends, you can spend
1 Pulser die and gain a bonus to your AC equal to the roll until
the start of your next turn.
Quantum Destabilization
Beginning at 17th Focus level, when your Pulser bubble ends
choose a number of creatures equal to your Intelligence
modifier (minimum of 1) that were inside it. The next
successful attack you make against the chosen creature deals
bonus weapon damage equal to 1d8 for each round you forced
the creature to skip.
Timeless Body
At 17th Focus level, spending time in your Pulser bubble ages
you relatively slower. For every 10 years that pass, your body
ages only 1 year.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 23
Rioter Focus
Stoke the Flames
Allomancers who burn zinc gain the ability to riot and amplify
Beginning at 1st Focus level, you can briefly inspire your
the feelings of a creature. Called Rioters, they are often
allies. As a bonus action, choose a creature other than you
charismatic and egotistic because they can bend almost
within your Riot range that can hear you. For the next minute,
anyone to their will. If Rioters do not exert self-control, even
when the creature rolls a total of 20 or higher on a melee
their friends will grow to distrust them.
attack roll and hits, it can roll one additional weapon damage
die, and this benefit ends.
First Level Proficiencies
You can use this feature a number of times equal to your
When you choose this Focus at 1st character level, you gain
Charisma modifier (minimum of once), and you regain
the following proficiencies:
expended uses on a short or long rest.
● Weapons: Dueling canes, hand crossbows, longswords,
Zinc Flare
rapiers, shortswords
Starting at 2nd Focus level, you can flare zinc. Whenever you
● Saving Throws: Wisdom, Charisma
spend charges of zinc, you can instead spend 4 times as many
● Skills: Choose three from Arcana, Deception, History,
charges to flare it. Until the end of your turn, you impose
Intimidation, Insight, Perception, Performance, and
disadvantage on all saving throws a target makes against your
Persuasion.
Riot save DC, but the target knows it has been influenced
when the rioting ends.
Zinc Rioting
Starting at 1st Focus level, you can burn zinc as detailed by
Beguiling Glamor
your Allomancy feature to influence another creature’s
Beginning at 2nd Focus level, while you are wearing no armor
emotions and will. The creature must have an Intelligence
and not wielding a shield, your AC equals 10 + your Dexterity
score of 3 or higher, and cannot be a construct or undead.
modifier + your Charisma modifier.
When you force a creature make a saving throw as a result
of rioting, the saving throw DC is calculated as follows:
Zinc Aspect
At 3rd Focus level, you learn special ways to riot a creature’s
Riot save DC = 8 + proficiency + your Charisma modifier.
emotions, which are represented by the Aspects listed below.
As an action, you can spend 1 charge to use a Zinc Aspect
Your Riot range is 30 feet. This range increases to 40 feet at
and target eligible creatures within range that can see or hear
7th Focus level, 50 feet at 14th Focus level, and 60 feet at 20th
you. When the effects end, the target knows it has been
Focus level.
influenced when the rioting ends. If an Aspect forces a target
to make a saving throw, the target has advantage on saving
Manipulate Emotions
throws made to resist the same Aspect for the next hour.
Starting at 1st Focus level, you learn to riot certain emotions
If you use an Aspect that requires concentration (as if
to your advantage. You can spend 1 charge as an action to
concentrating on a spell), you cannot another Aspect that
target a number of creatures you can see equal to half your
requires concentration.
Focus level.
You learn five Zinc Aspects of your choice and you learn
An affected target must make a Wisdom saving throw. It has
one additional Zinc Aspect at 7th, 11th, 14th, and 17th Focus
advantage on the save if you or your allies are fighting it, or if
levels. Each time you gain a Focus level in this subclass, you
it is already charmed, frightened or otherwise affected by
can replace one Aspect you already know with a different one.
another strong emotion. On a failed save, you have advantage
on one Charisma check you make to interact with the creature
Riot Anguish. The target must make a Strength saving throw.
within the next minute. The creature has advantage on saving
On a failed save, it is charmed for 1 minute, or until you
throws to resist further rioting attempts for the next hour.
lose concentration (as if concentrating on a spell). While
After each successful save, the creature can choose to make
restrained, the target can make a Strength saving throw at
a Wisdom (Insight) check to determine whether its mood has
the end of its turn, taking 2d4 necrotic damage on a failure
been influenced.
or ending the effect on a success. The necrotic damage
increases to 3d4 at 11th Focus level, and 4d4 at 17th Focus
level.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 24
Riot Arrogance. The target makes a Charisma saving throw. Riot Greed. Up to 2 targets you choose must make an
On a failed save, the target takes 2d8 psychic damage and Intelligence saving throw. On a failed save, each target is
the next attack roll made against it before the end of your enthralled by an object you choose and have disadvantage
next turn has advantage. The damage increases to 3d8 at on Perception checks for the next minute or until you lose
11th Focus level, and 4d8 at 17th Focus level. If you flare concentration (as if concentrating on a spell). You can affect
zinc to use this Aspect, you roll twice as many dice for one additional creature when you reach 7th, 11th, 14th, and
damage. 17th Focus levels.
Riot Betrayal. The target must succeed on a Wisdom saving Riot Misery. The target must succeed on a Wisdom saving
throw or become charmed for one minute. While charmed, it throw or become incapacitated until the end of your next
must use its action on its next turn to move and make one turn. If you flare zinc to use this Aspect, the target is
melee attack against a creature other than itself that you paralyzed instead.
choose. At the end of its turn, an affected target can repeat Riot Nerves. The target must succeed on an Intelligence
the saving throw to end the effect. The target has advantage saving throw or it has disadvantage on ability checks until
on its saving throws if you or your allies are currently the end of its next turn.
fighting it, and automatically succeeds if it does not have a Riot Pain. The target must succeed on a Wisdom saving throw
creature to attack. or take 2d8 psychic damage. If the target is missing any of
Riot Compassion. The target must make a Wisdom saving its hit points, it instead takes 2d12 psychic damage. The
throw. On a failed save, it is charmed for 1 minute, or until damage increases by one die when you reach 11th Focus
you lose concentration (as if concentrating on a spell) or level (3d8 or 3d12) and 17th Focus level (4d8 or 4d12). If
your allies do anything harmful to it. The creature has you flare zinc to use this Aspect, you roll twice as many
advantage on the saving throw if you or your allies are dice for damage.
currently fighting it. While charmed, the creature regards Riot Panic. A
s part of the action used for this Aspect, you
you as a friendly acquaintance and tries its best to assist you must make a weapon attack against the target or this Aspect
without being harmed. fails. On a hit, the target suffers the attack’s normal effects
Riot Dread. As part of the action used for this Aspect, you and it has disadvantage on the first attack roll it makes
must make a weapon attack against the target or this Aspect before the end of its next turn.
fails. On a hit, the target suffers the attack’s normal effects, Riot Rage. The target makes a Wisdom saving throw. On a
and both the target and another creature of your choice failed save, it must use its reaction to move up to 10 feet
within 10 feet of it takes 1d8 psychic damage. The bonus towards you. If it ends its movement within 5 feet of you,
damage increases to 2d8 at 11th Focus level and 3d8 at 17th you can make a melee weapon attack against it as a reaction.
Focus level. If you flare zinc to use this Aspect, you roll You can force the target to move up to 20 feet at 11th Focus
twice as many dice for damage. level, and 30 feet at 17th Focus level.
Riot Emotions. You probe the target for emotions. The target Riot Shock. Each creature within 5 feet of you must succeed
must make a Charisma saving throw. On a failed save, you on a Charisma saving throw or it takes 2d6 psychic damage
discover the two strongest emotions the target is currently and cannot take reactions until the start of its next turn. The
feeling. damage increases to 3d6 at 11th Focus level, and 4d6 at
Riot Fatigue. The target must succeed on a Constitution 17th Focus level. If you flare zinc to use this Aspect, you
saving throw, or it takes 2d8 psychic damage and its speed roll twice as many dice for damage.
is reduced by half until the start of your next turn. The Riot Suffering. As part of the action used for this Aspect, you
damage increases to 3d8 at 11th Focus level, and 4d8 at must make a weapon attack against the target or this Aspect
17th Focus level. If you flare zinc to use this Aspect, you fails. On a hit, the target suffers the attack’s normal effects
roll twice as many dice for damage. and takes 1d10 bonus psychic damage. The bonus damage
Riot Fear. T
he target must succeed on a Wisdom saving throw increases to 2d10 at 11th Focus level and 3d10 at 17th
or become frightened for 1 minute. While frightened, the Focus level. If you flare zinc to use this Aspect, you roll
target must take the Dash action and move away from you twice as many dice for damage.
by the safest available route on each of its turns, unless there
is nowhere to move. This condition ends early until you lose
concentration (as if concentrating on a spell) or if the target
cannot see you. At the end of its turn, the affected target can
repeat the saving throw to end the effect.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 25
Listen to Me
When you reach 7th Focus level, you naturally influence Zinc’s Ascent
others to become more agreeable. As an action, you can At 20th Focus level, you can choose either the expert or savant
choose a number of creatures equal to half your Focus level path for zinc:
within range that can hear and understand you, and suggest a
reasonable course of action for them. Each creature must Expert. You master the art of zinc Allomancy. You gain the
succeed on a Wisdom saving throw against your Riot save DC following benefits:
or it must follow the suggestion to the best of its ability for up
to 1 hour. If the suggestion is unreasonable or harmful, the ● The cost of flaring zinc is reduced by one charge.
influence fails. If you or any of your companions damage the ● You learn two additional Zinc Aspects of your choice.
targets, the influence immediately ends. ● You draw zinc from an internal reserve. On your turn, you
You can continue to make additional suggestions before the can use a Zinc Aspect without spending charges and treat its
duration ends. Each time you do, an affected creature repeats effects as if you were flaring zinc. Once you use this feature,
the saving throw. On a failed save, the creature follows the you can’t use it again until you finish a short or long rest.
new suggestion. On a success, the effect ends and the creature
immediately becomes hostile. Savant. You have burned zinc excessively to the point your
Once you use this feature, you can’t use it again until you body relies on it. You gain the following benefits and
finish a long rest. drawbacks:
Control Hemalurg
When you reach 17th Focus level, you can attempt to control
Hemalurgic creatures with Allomancy. As an action, you can
spend 10 or more charges to control a Hemalurgic creature
you touch and force it to make a Wisdom saving throw (DC =
the number of charges you spent + your Charisma modifier).
On a failed save, it falls under your control for up to 24 hours.
If the creature is hostile, it has advantage on the saving throw.
For the duration, you can use a bonus action to give the
Hemalurgic creature one command, which it tries to perform
to the best of its ability. The duration ends early if you move
more than 60 feet from the creature, you fall unconscious, or
the construct falls under someone else’s control.
If you attempt to control a creature that is already
controlled, you must first succeed on a Charisma check
contested by the controlling creature.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 26
Seeker Focus Temporalist. If a creature starts to use cadmium or
bendalloy Allomancy, you can spend 1 charge as a reaction to
Allomancers who burn bronze have the ability to detect
move up to your speed towards or away from the creature
Allomantic pulses. Called Seekers, they relentlessly track their
before its temporal bubble finishes forming.
targets and often work as Allomancer bounty hunters. Seeing
If you use your Detect Allomancy feature and detect a form
one stalking through a city can strike fear into the hearts of
of Allomancy on this list, you can replace your current
anyone.
specialization with the one you detected.
First Level Proficiencies
Bronze Flare
When you choose this Focus at 1st character level, you gain
Starting at 2nd Focus level, you can flare bronze. Whenever
the following proficiencies:
you spend charges of bronze, you can instead spend 4 times as
many charges to flare it.
● Armor: Medium armor, shields
If you flare bronze to use your Detect Allomancy feature,
● Weapons: Martial weapons
your seeking range is doubled for the duration.
● Saving Throws: Strength, Wisdom
● Skills: Choose two from Acrobatics, Athletics, Insight,
Natural Hunter
Investigation, Medicine, Perception, Stealth, and Survival
At 2nd Focus level, you gain proficiency in the Survival skill.
If you are already proficient in this skill, you can double your
Detect Allomancy
proficiency bonus.
Starting at 1st Focus level, you can burn bronze as detailed by
your Allomancy feature. You can spend 1 charge as an action
Relentless Hunter
to open your awareness to Allomancy. You discover the
Beginning at 3rd Focus level, you hunt your quarry with
presence of any Allomancy within 60 feet of you unless it is
perseverance. As a bonus action, you can spend 1 charge to
copper or otherwise masked by a coppercloud.
place a Bronze Mark on a creature you can see within 60 feet.
You perceive Allomancy as invisible pulsing pushes and
The Mark lasts for 1 minute, or until you lose concentration
pulls, which provide the following information:
(as if concentrating on a spell) or place a Mark on another
creature. If you flare bronze to use this feature, you can place a
● The number and direction of Allomantic sources
Mark on two creatures instead.
● The direction of each Allomantic source
You have advantage on any Wisdom (Perception) or
● Whether the Allomantic source metal is currently flared
Wisdom (Survival) checks to find and track Marked creatures.
Whenever you hit a creature you have Marked with a
Your seeking range increases to 120 feet at 11th Focus level
weapon attack, you deal 1d6 bonus weapon damage. At the
and 300 feet at 17th Focus level.
end of each of your turns, if you have dealt bonus damage this
way, the bonus increases by 1d6, up to a maximum of 2d6.
Seeker’s Eye
The maximum bonus damage increases to 3d6 at 11th Focus
At 1st Focus level, you learn to defend against specific types
level and 4d6 at 17th Focus level. When the creature is no
of Allomancy. At the end of a short or long rest, you can
longer Marked, the bonus resets to 1d6.
choose one specialization from the following list.
Ferrosist. Whenever you make a Strength check or saving
Improved Burn
throw to resist the effects of iron or steel Allomancy, you can
When you reach 3rd Focus level, you burn your metals more
spend 1 charge as a reaction to gain a bonus to the roll equal to
efficiently. While out of combat, spending 1 charge of bronze
your Wisdom modifier (minimum of 1).
to detect Allomancy will last 1 minute. This increases 10
Mentalist. Whenever you make a Wisdom or Charisma
minutes at 7th Focus level and 10 minutes at 14th Focus level.
saving throw to resist the effects of zinc or brass Allomancy,
you can spend 1 charge as a reaction to gain a bonus to the roll
Hunter’s Shadow
equal to your Wisdom modifier (minimum of 1).
At 7th Focus level, when you have detected a creature with
Neutralist. If a creature targets you with a melee attack
bronze, you and your group have advantage on Dexterity
using chromium Allomancy to leech your charges, you can
(Stealth) checks made to evade the creature.
spend 1 charge as a reaction to impose disadvantage on the
attack roll.
Physicalist. When you are hit by an attack empowered by
tin or pewter Allomancy, you can spend 1 charge as a reaction
to reduce the damage you take by an amount equal to your
Wisdom modifier (minimum of 1).
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 27
Improved Mark
At 11th Focus level, tracking your prey can turn your misses Detect Feruchemy
into a hit. When you miss an attack against a creature you When you reach 17th Focus level, you can detect other forms
have Marked, you can spend 1 charge of bronze to re-roll the of the Metallic Arts. If you flare bronze to use your Detect
d20 and must use the new result. Allomancy feature, you can detect the presence of Feruchemy
within range, unless it is masked by a coppercloud. You learn
Detect Compounding the following information about it:
When you reach 11th Focus level, you can detect more
complex forms of Allomancy. If you flare bronze to use your ● The number and direction of Feruchemical sources
Detect Allomancy feature, you also know if an Allomantic ● The direction of each Feruchemical source
source you detect has been compounded with Feruchemy. ● The rate at which the Feruchemist is tapping charges
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 28
Slider Focus Allomantic Shield. Allomancy cannot pass through the
bubble boundary. If the bubble boundary separates a creature
Allomancers who burn bendalloy can create a bubble where
using Allomancy from the Allomantic target, the Allomantic
time passes quickly. Creatures inside the bubble perceive time
effect ends.
outside as passing slower and creatures outside the bubble
Intersecting Bubbles. If two Slider bubbles intersect, both
perceive time inside as passing faster. Sliders often use their
bubbles insert Slider Rounds to the end of the current round in
powers to slip around battlefields or take much needed breaks
the order they were created. If a Pulser bubble and a Slider
during combat.
bubble intersect, both bubbles immediately end.
First Level Proficiencies Inserting Slider Rounds at Higher Levels. When you reach
certain Focus levels, you can create Slider bubbles that insert
When you choose this Focus at 1st character level, you gain
more Slider Rounds by spending additional charges. You can
the following proficiencies:
spend up to 2 charges at 7th Focus level and up to 3 charges at
14th Focus level, and the Slider bubble inserts a number of
● Weapons: Dueling canes, hand crossbows, longswords,
Slider Rounds equal to the charges spent instead.
rapiers, scimitars, shortswords
Bubble Radius. The bubble’s radius increases to 10 feet at
● Saving Throws: Dexterity, Intelligence
7th Focus level, and 15 feet at 14th Focus level.
● Skills: Choose two from Acrobatics, Arcana, History,
Investigation, Perception, Persuasion, Sleight of Hand, and
Bendalloy Flare
Stealth.
Starting at 2nd Focus level, you can flare bendalloy.
Slider Bubble Whenever you spend charges of bendalloy, you can instead
spend 4 times as many charges to flare it.
At 1st Focus level, you can burn bendalloy as detailed by your
If you flare bendalloy to use your Slider Bubble feature,
Allomancy feature to speed up time. As a bonus action, you
your bubble’s radius increases by 5 feet and you impose
can spend 1 charge to start creating a 5-foot radius spherical
disadvantage on the Dexterity saving throw made to escape
bubble originating from your space. Before the Pulser bubble
the bubble.
fully forms, each creature in the bubble makes a Dexterity
saving throw. On a success, the creature can use its reaction to
Sliding Action
move up to half its speed, potentially out of the bubble’s
Beginning at 2nd Focus level, when your bubble ends on your
radius. The DC is calculated as follows:
turn, you gain a special bonus action you can use until the end
of your turn. You can use it to take the Dash, Disengage, or
Slider save DC = 8 + your proficiency bonus + your
Hide action.
Intelligence modifier
Flash Bubble
Bubble Effect. The bubble inserts a special combat round
Starting at 3rd Focus level, you learn to use brief Slider
called a Slider Round, which is taken after the current round
bubbles to empower your attack in the following ways:
ends. During a Slider Round, only creatures still inside the
Impulse Rush. You use several brief Slider bubbles to cover
bubble can take a turn using their current initiative order. If an
long distances. As an action, you can spend 1 charge to gain
object or effect in the bubble has a duration, its duration is
movement equal to twice your speed. You cannot use this
similarly shortened based on the number of extra rounds and
feature if you cannot create a Slider bubble.
turns it takes.
Mass Driver. Immediately before you make a ranged
Duration. The bubble lasts until the start of your next turn
weapon attack, you can spend 1 charge as a bonus action to
in a normal combat round or until you lose concentration (as if
accelerate the projectile. If the attack hits, you deal 1d8 bonus
concentrating on a spell). If the bubble ends during a Slider
weapon damage. You cannot use this feature if you cannot
Round, combat returns to regular rounds when the current
create a Slider bubble.
Slider Round is complete.
Steady Aim. You create a brief Slider bubble to aim
Bubble Boundary. The bubble’s boundary is visible as a
carefully. You can spend 1 charge as a bonus action to give
shimmering surface. The bubble ends early if you touch the
yourself a bonus to the next attack roll you make before the
boundary. A creature or object can only pass through the
end of your turn. The bonus is equal to your Intelligence
boundary if it is Superweight or heavier, or if it is a
modifier (minimum of 1). You cannot use this feature if you
fast-moving projectile. A projectile passing through the
cannot create a Slider bubble.
boundary is deflected off-course and automatically misses.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 29
Honed Instincts
Beginning at 7th Focus level, your bubbles allow you to act
faster. You have a bonus to your initiative rolls equal to your
Intelligence modifier (minimum of 1).
Bendalloy Domain
Starting at 11th Focus level, whenever you hit a creature
inside your Slider bubble, you deal 1d8 bonus weapon
damage. This increases by 1d8 for each complete Slider
Round that has passed for the duration of your Slider bubble.
Flash Over
Starting at 14th Focus level, when you are the target of a
ranged attack you can see, you can spend 1 charge as a
reaction to impose disadvantage on the attack roll. Whether
the attack hits or not, you can move up to half your speed
immediately afterwards. You cannot use this feature if you
cannot create a Slider bubble.
Forced Burn
Beginning at 17th Focus level, if you fail your concentration
saving throw to maintain your Slider bubble, you can spend 1
charge to re-roll the die and you must take the new result.
Bendalloy’s Ascent
At 20th Focus level, you can choose either the expert or savant
path for bendalloy:
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 30
Smoker Focus
Copper Flare
Allomancers who burn copper can prevent the detection of
Starting at 2nd Focus level, you can flare copper for additional
Allomancy within range. Due to their critical but
power. On your turn, while your coppercloud is active, you
single-purpose ability, they often take up other responsibilities
may choose to spend 3 charges (no action required) and
like in preparations and leadership. No crew is complete
increase it to a flare, which lasts until the start of your next
without a Smoker to mask them from hunters.
turn. While flaring copper, you gain the following benefits:
First Level Proficiencies
● Your coppercloud’s range is doubled.
When you choose this Focus at 1st character level, you gain
● You have advantage on your attack rolls.
the following proficiencies:
● If a creature using bronze Allomancy attempts to pierce
your flared coppercloud, you can make a Deception
● Armor: Medium armor, heavy armor, shields
(Charisma) check to contest the creature’s Wisdom
● Weapons: Martial weapons
(Perception) check. You have advantage on the check if you
● Saving Throws: Wisdom, Charisma
are in another creature’s coppercloud.
● Skills: Choose two from Arcana, Athletics, Deception,
History, Insight, Medicine, Perception, and Survival.
Metallurgy Adept
When you reach 2nd Focus level, you can efficiently craft
Coppercloud
vials of Allomantic metals. Whenever you use your
Starting at 1st Focus level, you can burn copper as detailed by
Metallurgy feature to craft charges, you craft one additional
your Allomancy feature. You can spend 1 charge as a bonus
charge.
action to create a coppercloud, which is an invisible 10-foot
Additionally, you have built up a rapport with local
radius sphere centered on you where Allomancy cannot be
blacksmiths and metal trade workers. You can always find the
detected. The coppercloud moves with you and lasts for 1
nearest forge and foundry at local towns and the workers are
minute, or until you end it early as a bonus action, create a
friendly to you.
new coppercloud, fall unconscious, or die.
While inside your coppercloud, a creature using Allomancy
Copper Blitz
cannot be detected by creatures outside the cloud that use
Starting at 3rd Focus level, your copperclouds can empower
bronze Allomancy, though Allomancy can still be deduced
your allies in battle. When you first create a coppercloud, each
through observation or other means. Conversely, creatures that
allied creature inside it deals an additional 1d8 weapon
use bronze Allomancy inside your coppercloud cannot detect
damage on the first attack it makes before the end of its next
Allomancy outside.
turn.
The radius of your coppercloud increases to 20 feet at 7th
Starting at 17th Focus level, this bonus becomes 2d8. If you
Focus level, 30 feet at 14th Focus level.
flared copper to create this coppercloud, your allies double the
bonus damage dice they roll.
Copper Soul
Beginning at 1st Focus level, while you are burning copper,
Smoker’s Rally Cry
you have advantage on saving throws made to resist the
Beginning at 3rd Focus level, you can bolster your allies in
effects of zinc and brass Allomancy. If you are charmed or
your coppercloud. When you hit a creature with a weapon
frightened, you can immediately repeat the saving throw to
attack, you can spend 1 charge of copper use one of the
end the effect.
following rally cries:
Fall into Position. Each allied creature of your choice in
Natural Leader
your coppercloud can use its reaction to move up to half its
Starting at 1st Focus level, you easily lead your party on your
speed in a direction of your choice.
travels. While traveling for more than an hour, your group can
Flanking Maneuver. One allied creature of your choice can
move stealthily at a normal place and remains alert to danger
use its reaction to make one melee attack against the creature
even when engaged in another activity while traveling (such as
you hit. At 17th Focus level, you can choose up to 2 allied
foraging, navigating, or tracking).
creatures to gain this benefit.
Hold The Line. Each allied creature of your choice in your
coppercloud can use its reaction to make an attack of
opportunity against any creature that first enters its reach.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 31
Improved Burn Copper’s Ascent
When you reach 7th Focus level, you burn your metals more At 20th Focus level, you can choose either the expert or savant
efficiently. While out of combat, your coppercloud lasts 10 path for copper:
minutes instead of 1 minute. Starting at 14th Focus level, it
lasts for 1 hour. Expert. You master the art of copper Allomancy. You gain
the following benefits:
Copper Strike
Starting at 11th Focus level, you deal an extra 1d8 weapon ● The cost of flaring copper is reduced by one charge.
damage whenever you hit a creature inside your coppercloud ● When you make a Charisma check to resist a creature
with a melee weapon attack. attempting to pierce your coppercloud with bronze
Allomancy, you have advantage on the roll.
Metallurgy Master
Beginning at 11th Focus level, when you craft charges using Savant. You have burned copper excessively to the point
your Metallurgy feature, the process for you only takes 30 your body relies on it. You gain the following benefits and
minutes. drawbacks
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 32
Soother Focus
Calming Words
Allomancers who burn brass gain the ability to soothe or
Starting at 1st Focus level, you can calm the hostility in others.
dampen the feelings of other creatures. Although they often
As an action, you can choose any number of creatures within
use their powers to calm and relieve stress, they are still
range. Each creature must succeed on a Charisma saving
capable of emotionally manipulating their foes. Known as
throw or immediately cease hostility to creatures you choose
Soothers, they often work with Rioters to control massive
for up to 1 minute. A creature can choose to fail the saving
crowds from both angles.
throw.
You can use this feature a number of times equal to your
First Level Proficiencies
Charisma modifier (minimum of once), and you regain
When you choose this Focus at 1st character level, you gain
expended uses on a long rest.
the following proficiencies:
Brass Flare
● Armor: Medium armor, shields
Starting at 2nd Focus level, you can flare brass. Whenever you
● Weapons: Martial weapons
spend charges of brass, you can instead spend 4 times as many
● Saving Throws: Constitution, Charisma
charges to flare it. Until the end of your turn, you impose
● Skills: Choose three from Animal Handling, Arcana,
disadvantage on all saving throws a target makes against your
Deception, History, Insight, Medicine, Performance, and
Soothe save DC, but the target knows it had been influenced
Persuasion
when the rioting ends.
Additionally, if you flare brass to use your Calming Words
Brass Soothing
feature, you can remove your choice of frightened or charmed
Starting at 1st Focus level, you can burn brass as detailed by
conditions from your targets.
your Allomancy feature to influence another creature’s
emotions and will. The creature must have an Intelligence
Calm the Fire
score of 3 or higher, and cannot be a construct or undead.
When you reach 2nd Focus level, you can speak words to
When you force a creature make a saving throw as a result
calm your allies during a short rest. If you or any friendly
of soothing, the saving throw DC is calculated as follows:
creatures who can hear you speak regain hit points at the end
of the short rest by spending one or more Hit Dice, each of
Soothe save DC = 8 + proficiency + your Charisma modifier.
those creatures regains an extra 1d6 hit points.
The extra hit points becomes a d8 when you reach 7th Focus
Your Soothe range is 10 feet. This range increases to 20 feet
level, and a d10 when you reach 14th Focus level.
at 7th Focus level, and 30 feet at 14th Focus level.
Brass Aspect
Manipulate Emotions
At 3rd Focus level, you learn ways to soothe negative
Starting at 1st Focus level, you learn to soothe certain
emotions from your allies, which are represented by the
emotions to your advantage. You can spend 1 charge as an
Aspects listed below.
action to target a number of creatures you can see equal to half
You can spend 1 charge as a bonus action to use a Brass
your Focus level.
Aspect. You and each creature within range temporarily gains
An affected target must make a Wisdom saving throw. It has
the benefit detailed by the Aspect you chose. The benefit lasts
advantage on the save if you or your allies are fighting it, or if
until the start of your next turn, after which it disappears.
it is already charmed, frightened or otherwise affected by
At the end of each long rest, you can prepare three Brass
another strong emotion. On a failed save, you have advantage
Aspects of your choice from the following list to use
on one Charisma check you make to interact with the creature
throughout the day:
within the next minute. The creature has advantage on saving
throws to resist further soothing attempts for the next hour.
Stay Agile. The target has a bonus to Dexterity and Charisma
After each successful save, the creature can choose to make
checks and saving throws equal to your Charisma modifier
a Wisdom (Insight) check to determine whether its mood had
(minimum of 1). If you flare brass to use this feature, the
been influenced.
bonus instead equals double your Charisma modifier
(minimum of 2).
Stay Determined. The target gains temporary hit points equal
to your Charisma modifier (minimum of 1). If you flare
brass to use this feature, the temporary hit points instead
equal double your Charisma modifier (minimum of 2).
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 33
Stay Focused. The target has a bonus to Intelligence and Control Hemalurg
Wisdom checks equal to your Charisma modifier (minimum When you reach 17th Focus level, you can attempt to control
of 1). If you flare brass to use this feature, the bonus instead Hemalurgic creatures with Allomancy. As an action, you can
equals double your Charisma modifier (minimum of 2). spend 10 or more charges to control a Hemalurgic creature
Stay Nimble. The target’s speed increases by 10 feet, and you touch and force it to make a Wisdom saving throw (DC =
opportunity attacks made against the target have the number of charges you spent + your Charisma modifier).
disadvantage. When you flare brass to use this feature, the On a failed save, it falls under your control for up to 24 hours.
target’s speed increases by 20 feet instead. If the creature is hostile, it has advantage on the saving throw.
Stay Strong. The target has a bonus to Strength and For the duration, you can use a bonus action to give the
Constitution checks equal to your Charisma modifier Hemalurgic creature one command, which it tries to perform
(minimum of 1). If you flare brass to use this feature, the to the best of its ability. The duration ends early if you move
bonus instead equals double your Charisma modifier more than 60 feet from the creature, you fall unconscious, or
(minimum of 2). the construct falls under someone else’s control.
If you attempt to control a creature that is already
Focus the Pain controlled, you must first succeed on a Charisma check
Starting at 3rd Focus level, you can briefly soothe all feelings contested by the controlling creature.
but pain from your targets. Once during each of your turns,
when you hit a creature with a melee attack, you can spend 1 Brass’ Ascent
charge to deal an additional 1d8 psychic damage. If you have At 20th Focus level, you can choose either the expert or savant
damaged this creature on your previous turn, you can deal this path for brass:
damage without spending a charge.
The additional damage increases to 2d8 at 11th Focus level, Expert. You master the art of brass Allomancy. You gain
and 3d8 at 17th Focus level. If you flare brass to use this the following benefits:
feature, you roll twice as many bonus damage dice instead.
● The cost of flaring brass is reduced by one charge.
Of Sound Mind ● You can prepare an additional Brass Aspect at the end of a
Beginning at 7th Focus level, when you make an Intelligence long rest.
check, you can add your Charisma modifier to the roll. ● The die from your Calm the Fire feature becomes a d12.
Once you use this feature, you can’t use it again until you
finish a short or long rest. Savant. You have burned brass excessively to the point
your body relies on it. You gain the following benefits and
Charming Instincts drawbacks:
Beginning at 11th Focus level, you naturally charm your other
creatures. At the end of a long rest, you ward yourself from ● You no longer suffer the effects of metal poisoning.
harm until the start of your next long rest. While warded, any ● Your Charisma score increases by 4 and your maximum
creature who targets you with an attack or harmful spell must increases to 24.
first make a Wisdom saving throw against your Soothe save ● If you have burned brass within the past hour, creatures that
DC. On a failed save, the creature must choose a new target or can be soothed are generally not hostile to you or your
lose the attack or spell. This ward doesn’t protect you from allies, unless you or your allies have attacked or harmed
area effects, such as explosions. them.
If you make an attack, cast a spell, or use a feature that ● You automatically fail Wisdom and Charisma checks if you
affects an enemy creature, the ward ends. have not burned brass within the past 10 minutes.
Empty Soul
Starting at 14th Focus level, you use a powerful soothing burst
to shut down a creature. As an action, you can spend 4 charges
and attempt to wipe all emotions from a creature you can see.
The creature must succeed on a Charisma saving throw or
become stunned for 1 minute, or until it takes damage.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 34
Tineye Focus
Tin Flare
Allomancers who burn tin have greatly increased physical
At 2nd Focus level, you can flare tin for additional power. On
senses. Known as Tineyes, they excel at scouting dangerous
your turn, if you are burning tin, you may choose to spend 3
locations or investigating crimes. Most groups or crews will
additional charges (no action required) and increase it to a
recruit a Tineye to provide safety for their operations.
flare, which lasts until the start of your next turn. While flaring
tin, you gain the benefits of tin burn through the Tineye
First Level Proficiencies
feature, in addition to the following benefits:
When you choose this Focus at 1st character level, you gain
the following proficiencies:
● Attacks rolls made against you have disadvantage.
● You have advantage on any Wisdom (Perception) or
● Armor: Medium armor, shields
Wisdom (Insight) checks you make.
● Weapons: Dueling canes, shortswords, longswords, and
● The range of your darkvision increases by another 30 feet.
rapiers
● You have blindsight up to 10 feet.
● Saving Throws: Dexterity, Intelligence
● Skills: Choose two from Arcana, Insight, Medicine,
While you are flaring tin, the minimum DC for the saving
Religion, Perception, and Survival.
throw made to maintain your tin burn is 15. On a failure, you
Tin Burn immediately stop burning tin and you are incapacitated until
the end of your next turn.
At 1st Focus level, you can burn tin as detailed by your
Allomancy feature to heighten your senses. You can spend 1
Tin Sense
charge as a bonus action to begin burning tin. The tin burn
At 2nd Focus level, your Allomancy gives you an edge in
lasts for 1 minute or until you end it early as a bonus action,
dodging away from danger. While burning tin, you have
lose concentration (as if concentrating on a spell), fall
advantage on Dexterity saving throws against effects you can
unconscious, die. While burning tin, you gain the following
see or hear, such as traps and Allomancy. You cannot be
benefits:
incapacitated to gain this benefit.
● The range of your darkvision increases by 30 feet.
Tinsight
● When you roll for initiative, you can add a bonus to the roll
Starting at 3rd Focus level, you can try to analyze your
equal to your Wisdom modifier (minimum of +1).
opponents’ moves. As a bonus action, you can roll a Wisdom
● You can add a bonus to your Passive Perception and
(Insight) check against a creature you can see or hear within
Wisdom (Perception) checks equal to your Wisdom
30 feet, contested by the creature’s Charisma (Deception). On
modifier (minimum of +1).
a success, you deal additional damage to the creature for the
● You can see through lightly obscured environments and
next minute, or until you can no longer see or hear the
they do not impose disadvantage on Wisdom (Perception)
creature. You can only deal this bonus damage once per turn
checks you make that rely on sight.
and the attack must use a finesse or ranged weapon.
The extra damage is 1d6 and increases by another 1d6 at
If you are affected by any overpowering sensory stimuli
11th, and 17th Focus levels. If you are burning tin when you
(such as a loud noise or bright light) while burning tin, you
deal this damage, the number of extra damage dice is doubled.
also make a saving throw to maintain concentration.
If you are flaring tin, the number of extra damage dice is
Overpowering stimuli are especially strong and normally
tripled instead.
require an action to create.
Sensory Shock
Beginning at 3rd Focus level, when you are stunned, you can
use a bonus action to spend 2 charges and end the effect.
Improved Burn
When you reach 7th Focus level, you burn your metals more
efficiently. While out of combat, your tin burn lasts 10
minutes instead of 1 minute. Starting at 14th Focus level, it
lasts for 1 hour.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 35
Heightened Senses Tin’s Ascent
Starting at 7th Focus level, you gain proficiency in the At 20th Focus level, you can choose either the expert or savant
Perception skill and you can make a Wisdom (Perception) path for tin:
check as a bonus action. Expert. You master the art of tin Allomancy and gain the
While you are flaring tin, you can double your proficiency following benefits:
bonus to any Wisdom (Perception) checks you make.
● The cost of flaring tin is reduced by one charge.
Tinstincts ● You ignore resistances and immunities of creatures you
Beginning at 11th Focus level, when a creature that you can have analyzed with your Tinsight feature.
see or hear hits you with an attack and you are burning tin, ● You have advantage on Constitution saving throws you
you can use your reaction to halve the attack's damage against make to maintain concentration on your tin burn.
you.
If you are flaring tin, you can also choose to make a melee Savant. You have burned tin excessively to the point your
attack against the creature as part of that reaction. body relies on it. You gain the following benefits and
drawbacks:
Tinspect
Starting at 14th Focus level, if you have spent at least 1 minute ● You no longer suffer the effects of metal poisoning.
observing or interacting with a creature, you can spend 1 ● While burning tin, you have blindsight up to 30 feet and you
charge to identify subtle details about it. The DM tells you one double your proficiency bonus to any Wisdom (Perception)
of the following characteristics of your choice. Alternatively, or Wisdom (Insight) checks you make.
when you deal damage to a creature you have analyzed with ● While you are not burning tin, you automatically fail
your Tinsight feature, you can forego the bonus damage from Dexterity and Wisdom checks.
burning tin to gain this information.
Watchful Eye
Beginning at 17th Focus level, you can add your Wisdom
modifier to the first attack roll you make each turn against a
creature you have analyzed with your Tinsight feature.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 36
Mistborn Focus Allomancy at higher Mistborn Focus Levels. When you
reach certain Mistborn levels, you gain additional Focus levels
Most Allomancers are Mistings and can only burn a single
as detailed in the Mistborn Leveling table, which you can
metal, but there are some who can burn every metal. These
assign to other Allomantic Focuses of your choice to progress
rare and powerful Allomancers are called Mistborn, and their
your abilities. You can choose to assign multiple Focus levels
unrivaled prowess is often feared.
to one Focus, or divide them amongst multiple Focuses. You
A character with a Mistborn Focus is played as if
can have up to a number of Focus levels in each Allomantic
multi-subclassing into various Allomantic Focuses. Players
Focus equal to 1 + half your Mistborn Focus level (rounded
with a Mistborn character should be comfortable with juggling
down) and you can never have more than this amount. You
a lot of information and are encouraged to have working
cannot assign Focus levels to the Mistborn Focus.
knowledge of every Focus subclass.
You calculate the total Focus levels you have in each
First Level Proficiencies Allomantic Focus and you gain the features listed for reaching
the appropriate Focus level in that subclass.
When you choose this Focus at 1st character level, you gain
the following proficiencies instead of those provided by each
individual Allomantic Focus. Mistborn Leveling
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 37
Optional Focuses Golden Fleece
Not all metals are created equal. Some metals are not effective When you reach 7th Focus level, your introspection preserves
or difficult for Allomancers to use, and others are extremely your health. Your maximum hit points increases by 2 for every
rare and expensive. If the DM allows, you can choose a Focus Focus level you have in gold.
from this section. Note these Focuses end before reaching 20th Additionally, your reputation for obtaining gold allows you
Focus level. A primary ability is provided for players who to purchase gold ores at half the normal price.
want to multiclass into Allomancy with the selected Focus
(refer to Multiclassing section). Oracle Focus
Allomancers who burn electrum can see multiple possible
Augur Focus futures of themselves. Called Oracles, they often use their
Allomancers who burn gold can see alternate versions of precognitive powers to protect themselves from danger.
themselves. These visions differ based on their past choices in
life and can provide useful information for their future. First Level Proficiencies
Augurs are rare because the cost of obtaining gold is generally Your Primary Ability is Intelligence.
not worth the information gained. When you choose this Focus at 1st character level, you gain
the following proficiencies:
First Level Proficiencies
Your Primary Ability is Intelligence. ● Saving Throws: Dexterity, Intelligence
When you choose this Focus at 1st character level, you gain ● Skills: Choose two from Acrobatics, Arcana, History,
the following proficiencies: Investigation, Nature, and Religion.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 38
Leecher Focus next turn, though it can still maintain an ongoing Allomantic
effect.
Allomancers who burn chromium can deplete Allomantic
Additionally, your reputation for obtaining chromium
metal charges from other creatures they touch. Known as
allows you to purchase chromium ores at half the normal
Leechers, they generally find positions in modern elite teams
price.
of Hazekillers due to their invaluable ability to stealthily sap
an Allomancer’s primary resource.
Nicroburst Focus
First Level Proficiencies Allomancers who burn nicrosil enhance the power of another
Your Primary Ability is Strength. Allomancer they touch in a large powerful burst. Known as
When you choose this Focus at 1st character level, you gain Nicrobursts, they often work in modern elite teams to push
the following proficiencies: Allomancy further than normally possible.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 39
Reactive Burst More than a Gnat
Starting at 3rd Focus level, when a willing creature within 5 When you reach 7th Focus level, when you use your action to
feet spends Allomantic charges, you can use your Enhance use the Drain Metal feature, you can make two weapon attacks
Metal feature as a reaction by touching the target with a free as a bonus action.
hand. You must finish a long rest before you can use this Additionally, your reputation for obtaining aluminum allows
feature again. you to purchase aluminum ores at half the normal price.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 40
yourself advantage on the Constitution saving throw. You ● When you make an attack roll, roll a percentile die. You
must finish a long rest before you can use this feature again. score a critical hit on a roll of 2-100 and miss on a roll of 1.
● When you are the target of an attack you can see, roll a
More than a Gnat percentile die. The attack misses on a roll of 2-100 and hits
When you reach 7th Focus level, when you use your action to on a roll of 1.
use the Boost Metal feature, you can take one additional action ● You automatically succeed on Dexterity saving throws.
on top of your regular action. Once you use this feature, you
must finish a long rest before you can use it again. Malatium Focus
Additionally, your reputation for obtaining duralumin Malatium is a special alloy of atium that is rarely seen or used,
allows you to purchase duralumin ores at half the normal and no Mistings who burn it exist. It does not come in vials,
price. but as a large bead that requires an action to ingest.
Allomancers who burn malatium can see into the past of other
Seer Focus creatures.
Atium is a special metal that does not come in vials, but as a
large bead that requires an action to ingest. Allomancers who Malatium Shadow
burn atium can see into the immediate future of other Starting at 1st Focus level, you can burn malatium as detailed
creatures. Called Seers, they can burn this extremely rare by your Allomancy feature. As a bonus action, you can spend
metal to gain the upper hand in any situation, which makes 1 charge to see the past self of a creature you can see. A
them nearly unstoppable. Atium is so valuable it is sometimes malatium shadow appears in an unoccupied space 10 feet
traded as currency. from the target as an incorporeal figure of the target’s past that
only you can see. The appearance, age, and manifestation of
First Level Proficiencies the target’s past self is left to the DM.
Your Primary Ability is Intelligence.
When you choose this Focus at 1st character level, you gain Lerasium Focus
the following proficiencies: Lerasium is an extremely rare, special metal and no Mistings
who burn it exist. It does not come in vials, but as a large
● Saving Throws: Intelligence, Wisdom piece of metal that requires an action to ingest. Anyone can
● Skills: Choose two from Arcana, Insight, Investigation, burn lerasium, and a creature who burns it transforms into a
Intimidation, Perception, and Survival. Mistborn. For this reason, lerasium should be provided solely
at the DM’s discretion.
Atium Shadow
Starting at 1st Focus level, you can burn atium as detailed by Born of Mist
your Allomancy feature to see into the immediate future. You can burn an ingested piece of lerasium as a bonus action.
When you do, you see an incorporeal version of every visible Depending on the number and type of Focus levels you
creature called an atium shadow, which shows the creature as already currently have, you gain one of the following benefits:
it would be several seconds into the future, though you do not If you are an Allomancer and a Mistborn, you gain two
know how to understand it. Focus levels in every Allomantic Focus, and the maximum for
You can spend 1 charge as a bonus action to burn atium. each Allomantic Focus increases by 2.
Until the start of your next turn, other creatures cannot gain If you are an Allomancer and are not a Mistborn, you gain
the benefits of atium against you. one Focus level in the Mistborn Focus. You gain its 1st Focus
level features except the proficiencies listed, and the
Masterful Insight maximum for your originally chosen Allomantic Focus
Beginning at 2nd Focus level, you catch glimpses of a remains at 20. When you gain another level in Allomancer,
creature’s immediate future. Choose a creature you can see. you can choose to gain a Focus level in your original Focus or
When you use your Atium Shadow feature, you also learn the Mistborn.
action the creature intends to take on its next turn. If you are not an Allomancer, you gain a level in
Allomancer and must choose the Mistborn Focus. You use the
Master Seer multiclass rules (see Multiclass section), but ignore the ability
When you reach 3rd Focus level, you understand atium score requirements for multiclassing. If you have any existing
shadows enough to use them. When you use your Atium Focus levels, each one is retained and the maximum for that
Shadow feature, you gain the following benefits until the start Allomantic Focus increases by the number of existing Focus
of your next turn: levels you have in it.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 41
Feruchemist
Muscles and veins strain against his skin and bracers as he Creating a Feruchemist
grows to a hulking size in preparation for the onslaught of an
Feruchemists prior to the Catacendre were generally
approaching army, gazing back at death with no trace of fear
considered good because the Terrisfolk who defied Lord
in his eyes.
Ruler. After the Catacendre, however, Ferrings come from
Sprinting faster than the eye can follow – a barely visible
many backgrounds and have different ideas for shaping
blur of a woman streaking through the city, landing strike after
Scadrial’s future – for better or for worse.
agonizing strike against the eyeless Steel Inquisitor, bringing it
Where does your Feruchemist come from? Where does your
to its knees.
character fit into a world that has oppressed their people for a
Snow swirls around a bare-chested figure as it trudges over
millenia? Are you continuing the Keepers' work in secret,
the mountain, seemingly unfazed by the frigid weather, and
archiving knowledge in your copperminds? Perhaps you have
draws on the memories of ancient history.
turned away from ancient Keeper teachings and shirked your
No matter where they go, Feruchemists respect the order of
responsibilities. Perhaps you are a hired assassin, using your
balance, drawing on the wealth of power or knowledge they
supernatural abilities for your own gain.
hold within. On the surface, they are like any other person, but
they can become an unstoppable force when they use their Quick Build
resource at exactly the right moment.
You can make a Feruchemist quickly by following these
suggestions. First, put your highest ability score in Strength,
Power of Balance followed by Constitution. Second, choose the Soldier
Feruchemists obtain power from their connection to the background. For your Feruchemical Key subclass, choose
Shards of Preservation and Ruin. Their power is keyed to Pewter.
special metal bracers called metalminds, which they can store
attributes in and later tap the stored attributes. Unlike
Allomancy, Feruchemy has virtually no upper limit on the
Class Features
amount of power they can tap in a single moment, meaning As a Feruchemist, you gain the following class features.
Feruchemists can occasionally draw on power ten times that of Different Feruchemical Key subclasses will grant additional
Allomancers. Attributes can range from the physical like features normally provided by other classes.
strength and speed, to the esoteric like luck and identity.
Feruchemy is called the art of balance because it is Hit Points
end-neutral. While storing an attribute in a metalmind, the Hit Dice: 1d10 per Feruchemist level
Feruchemist temporarily loses the attribute, usually becoming Hit Points at 1st Level: 10 + your Constitution modifier
weaker, in exchange for gaining the attribute when needed. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
Generally, tapping an attribute expends attributes faster than modifier per Feruchemist level after 1st.
when they were initially stored.
Feruchemists who can only store in one metal are called
Proficiencies
Ferrings, whereas Feruchemists who store in all metals are Armor: Light armor
called Full Feruchemists. Normally, a Feruchemist can only Weapons: Simple weapons
be keyed to one or all metals, but Ferrings can be keyed to Saving Throws: Refer to Key proficiencies
more metals through Hemalurgy. Due to their position of Skills: Refer to Key proficiencies
power, Full Feruchemists often become Keepers – ardent
scholars tasked with preserving knowledge.
Equipment
You start with the following equipment, in addition to the
Feruchemy is also genetic, passed mainly through
equipment granted by your background:
generations of Terrisfolk. Full Feruchemists have since
integrated with the general populace, producing Ferrings as a
● (a) any weapon you are proficient with, or (b) a shield
result of diluting the bloodlines.
● (a) leather armor or (b) ballistic vest armor if proficient
● (a) a shortbow and 20 stone arrows or (b) two stone
handaxes
● (a) a scholar’s pack or (b) an explorer's pack
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 42
The Feruchemist Table
Maximum Maximum
Level Proficiency Bonus Metalmind Size Store Rate Features
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 43
Feruchemy Variant Rule for Gaining Charges
At 1st level, your heritage allows you to store and tap Instead of using rules for gaining charges, Feruchemists can
attributes from metals of a specific type. The metal must have instead regain all charges at the end of a short or long rest.
a specific purity or chemical composition for you to use it.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 44
Versatile metalmind you are keyed to. While you are not storing or
Your maximum store rate increases by 1. tapping charges from it, you gain the benefits of tapping from
that metalmind at a rate of 1 charge per round, without
Ability Score Improvement spending charges.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
Terrisfolk Connection
by 2, or you can increase two ability scores of your choice by When you reach 13th level, your Terris lineage grants you the
1. As normal, you can't increase an ability score above 20 ability to connect with other creatures through spiritual and
using this feature. religious dedication. Choose a humanoid or beast within 30
feet that can see you. You gain the ability to communicate
Extra Attack with it for 10 minutes through a combination of approximate
languages or cultural gestures. If the target doesn’t know a
Beginning at 5th level, you can attack twice, instead of once,
language, you instead learn its current mood and desires.
whenever you take the attack action on your turn.
You can use this feature once, and you can do so again
when you finish a long rest.
Ancestral Expertise
At 6th level, you learn from your predecessors. Choose two
Additional Feruchemy Style
skills from your Feruchemical Key’s First Level Proficiencies
At 15th Level, you can choose another Feruchemy Style. You
list. Alternatively, you can choose one skill from that list and
can’t take a Feruchemy Style option more than once, even if
one Artisan’s tool of your choice. If you are not proficient
you later get to choose again.
with the chosen skill or tool, you become proficient. If you are
already proficient, your proficiency bonus is doubled for any
ability check you make that uses the chosen skill or tool.
Restore Balance
You push your body beyond its limits. Starting at 18th level,
Mind Over Body when you roll initiative and you have no charges left, you
regain 4 charges.
Starting at 10th level, your metalmind empowers and protects
you from harm. When you take damage, you can use your
reaction to reduce the damage taken by 1d10 + your
Feruchemy Mastery
Constitution modifier. You can reduce the damage further by At 20th level, you become a master Feruchemist. While you
spending charges, increasing the damage reduction by 1d10 are not storing or tapping charges from the metalmind chosen
for each charge spent. in your Feruchemy Adept feature, you gain the benefits of
You can use this feature once, and you can do so again tapping from that metalmind at a rate of 2 charges per round,
when you finish a short rest. without spending charges.
Feruchemy Adept
When you reach 11th level, your Feruchemical training has
made you strong without tapping an attribute. Choose one
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 45
Feruchemical Key
As a Feruchemist, you are either a Ferring or Full Of the sixteen standard metals and three god metals, only
Feruchemist. Ferrings are only keyed to one type of metal seven are fully developed into subclasses, which are presented
whereas Full Feruchemists are keyed to all of them. This in this section organized into their pairs with their counterpart
specialization is represented by our Key, which grants you metals. The remaining metals are considered impractical for a
additional features. Each Focus may also grant you additional character, but some of their features are detailed in the
proficiencies and equipment. Optional Keys section at the end of the Feruchemist class.
When you gain a level in Feruchemist, you gain a level in
your chosen Key. If you are a Keeper, you follow a different
set of rules as detailed in the Keeper Key section.
Feruchemical Keys
Key Metal Description Primary Saving Throw Bonus Armor and Weapon
Ability Proficiencies Proficiencies
Bloodmaker Gold Taps stored health to survive any Constitution Constitution Hand crossbows, shortswords
battle and protect allies and Wisdom and Charisma
Brute Pewter Draws on a reserve of strength in Strength Strength and Medium armor, shields, martial
powerful bursts Constitution weapons
Firesoul Brass Controls the duality of fire and Strength and Strength and Shortswords
ice in perfect balance Wisdom Wisdom
Skimmer Iron Changes weight for gentle Strength Strength and Medium armor, shields, battleaxes,
movement or devastating attacks Dexterity mauls, warhammers
Sparker Zinc Activates the mind to see attacks Dexterity and Dexterity and Hand crossbows, longswords,
before they happen Intelligence Intelligence rapiers, shortswords
Steelrunner Steel Speeds through battle to surprise Dexterity Dexterity and Hand crossbows, shortswords
unsuspecting foes Charisma
Windwhisperer Tin Heightens senses to avoid danger Dexterity and Strength and Medium armor, shields, martial
and gain the upper hand Wisdom Dexterity weapons
Keeper All Metals Wields the power of all Focuses Any Intelligence and Battleaxes, shortswords
as a master of all Wisdom
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 46
Bloodmaker Key
Life Bond
Feruchemists who tap gold draw health and vitality. Called
Starting at 2nd Key level, you are fearless in battle and are
Bloodmakers, they serve as formidable front-line fighters
willing to take hits for your allies. If an ally within 5 feet of
alongside brutes and soldiers. They are often fearless because
you is the target of an attack you can see, you can use your
of their supernatural ability to recover from any wound.
reaction to switch places with your ally and take that damage
instead.
First Level Proficiencies
When you choose this Key at 1st character level, you gain the
Break the Limit
following proficiencies:
Beginning at 3rd Key level, you can convert your bodily
health into ferocious attacks. When you hit a creature with a
● Weapons: Hand crossbows, shortswords
melee weapon attack and have temporary hit points remaining
● Saving Throws: Constitution, Charisma
from your Goldmind feature, you can expend all of the
● Skills: Choose two from Acrobatics, Athletics, Deception,
temporary hit points to deal an additional 1d6 weapon
History, Intimidation, Medicine, Nature, and Survival.
damage.
The additional damage increases to 2d6 at 17th Key level.
Goldmind
Starting at 1st Key level, you gain a special metalmind called
Endure the Pain
a goldmind. You are keyed to your goldmind and you can use
Beginning at 7th Key level, you can adapt your body to resist
it as detailed by your Feruchemy feature. When you begin
attacks. Whenever you take damage, you can use your reaction
storing charges in your goldmind, you gain the following
to gain resistance to the damage type until the start of your
effects for the duration:
next turn.
You can use this feature once, and you regain the ability to
● Your hit points and maximum hit points decrease by 4 for
do so when you have stored charges in your goldmind and
each charge of your store rate.
regained at least 1 charge.
● You have a -2 penalty on Constitution saving throws for
each charge of your store rate.
Innate Cure
By 9th Key level, your body can resist harmful effects. While
When you begin tapping charges from your goldmind, you
you are tapping your goldmind at a rate of 2 charges or more,
gain the following effects each round until you stop:
you can use an action to end one disease or one of the
following conditions: blinded, deafened, poisoned, paralyzed,
● At the start of each turn, you gain 2 temporary hit points for
or petrified.
each charge of your tap rate.
● At the start of each turn, you regain 2 hit points for each Paragon of Health
charge of your tap rate, provided you have less than half
Beginning at 11th Key level, while you are tapping your
your maximum hit points remaining.
goldmind at a rate of 3 or more charges per round, each ally
● You have a +2 bonus to Constitution saving throws for each
within 10 feet gains a bonus to Constitution saving throws
charge of your tap rate.
equal to the number of charges you tap.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 47
Brute Key attack is reduced to 0 this way, you can use your reaction to
make one weapon attack against the attacking creature.
Feruchemists who tap pewter have increased physical strength
and durability. Brutes serve as excellent front-line soldiers.
Strength Within
Simply watching their muscles swell in size can deter even the
When you reach 7th Key level, whenever you fail a saving
toughest of armies.
throw using Strength or Constitution, you can choose to re-roll
the die and must take the new result.
First Level Proficiencies
You can use this feature once and you regain the ability to
When you choose this Key at 1st character level, you gain the
do so when you have stored charges in your pewtermind and
following proficiencies:
regained at least 1 charge.
● Armor: Medium armor, shields
Enhanced Strides
● Weapons: Martial weapons
When you reach 7th Key level, your speed increases by 10
● Saving Throws: Strength, Constitution
feet while you are not wearing heavy armor.
● Skills: Choose two from Acrobatics, Animal Handling,
Athletics, Intimidation, Nature, and Survival.
Brutal Critical
Starting at 9th Key level, while you are tapping your
Pewtermind
pewtermind a rate of 2 charges per round, you can roll an
Starting at 1st Key level, you gain a special metalmind called
additional damage die when you score a critical hit with a
a pewtermind. You are keyed to your pewtermind and you can
melee attack. For every charge you tap above 2, you can roll
use it as detailed by your Feruchemy feature. When you begin
an additional weapon damage die on a critical hit.
storing charges in your pewtermind, you gain the following
effects for the duration:
Pewter Savagery
Starting at 11th Key level, each time you deal damage with a
● You have a -1 penalty to damage rolls you make with a
melee weapon attack, you can choose to re-roll one weapon
weapon using Strength for each charge of your store rate.
damage die of your choice and take the new result.
● You have a -2 penalty to Strength checks and saving throws
For every two charges you tap from your pewtermind, you
for each charge of your store rate.
can re-roll any damage die an additional time.
When you begin tapping charges from your pewtermind, Overwhelming Might
you gain the following effects each round until you stop:
By 14th Key level, you power through all situations with your
strength. While you are tapping your pewtermind at a rate of 4
● You have a +1 bonus to damage rolls you make with a
or more charges per round, you are immune to the frightened,
weapon using Strength for each charge of your tap rate.
incapacitated, stunned, and paralyzed conditions.
● You have a +2 bonus to Strength checks and saving throws
for each charge of your tap rate. Brutish Growth
When you reach 17th Key level, drawing on strength visibly
Adrenaline Rush alters your physique. While you are tapping your pewtermind
Beginning at 2nd Key level, you can move great distances in a
at a rate of 5 or more charges per round, your size becomes
burst of adrenaline. You can use your bonus action to move up
Large, your reach increases by 5 feet, and you roll one extra
to twice your speed in a straight line. If you end your
damage die whenever you hit with a weapon using Strength.
movement within 5 feet of a hostile creature, you can make
one melee attack against it as part of this bonus action.
You can use this feature once and you regain the ability to
do so when you have stored charges in your pewtermind and
regained at least 1 charge.
Body of Pewter
By 3rd Key level, your empowered body becomes more
resistant to attacks. The damage you take from an attack, spell,
or other harmful effect is reduced by an amount equal to twice
the rate at which you are tapping charges from your
pewtermind, to a minimum of 0 damage. If damage from an
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 48
Firesoul Key
Thermal Touch
Feruchemists who tap brass gain warmth. Firesouls are
Beginning at 2nd Key level, you can transfer your abilities to
dedicated travelers and often found in the most remote reaches
things you touch. You gain the following benefits:
of the undiscovered world. Their ability to regulate their
Ignite. While you are tapping your brassmind at a rate of 1
internal body temperature make them excellent explorers and
or more charges per round, you can use a bonus action to
messengers.
ignite a flammable object you touch that is not being worn or
carried.
First Level Proficiencies
Frost. While you are storing in your brassmind at a rate of 1
When you choose this Key at 1st character level, you gain the
or more charges per round, you can use a bonus action to
following proficiencies:
freeze up to a gallon of open water you touch that is not being
worn or carried.
● Weapons: Shortswords
● Saving Throws: Strength, Wisdom
Unarmored Defense
● Skills: Choose two from Athletics, History, Insight,
Starting at 2nd Key level, while you are wearing no armor and
Medicine, Nature, Religion, Stealth, and Survival.
not wielding a shield, your AC equals 10 + your Constitution
modifier + your Wisdom modifier.
Brassmind
Starting at 1st Key level, you gain a special metalmind called
Elemental Technique
a brassmind. You are keyed to your brassmind and you can
Starting at 3rd Key level, you can manipulate the internal
use it as detailed by your Feruchemy feature. When you begin
temperature of enemies in combat. Once per turn, when you
storing charges in your brassmind, you gain the following
take the attack action and hit a target with an unarmed strike,
effects for the duration:
you can impose one of the following effects, provided you are
tapping or storing charges in your brassmind:
● You have a -2 penalty on Dexterity checks and saving
Searing Touch. If you are tapping charges from your
throws for each charge of your store rate.
brassmind at a rate of 1 charge per round, the target takes an
● Your body becomes cold to the touch. You automatically
extra 1d8 fire damage. This extra damage increases by 1d8 for
succeed on Constitution saving throws you make to resist
every 2 charges you are tapping above 1.
extreme heat conditions.
Freezing Grasp. If you are storing charges, the target must
succeed on a Constitution saving throw or it cannot take
When you begin tapping charges from your brassmind, you
reactions until the start of your next turn.
gain the following effects each round until you stop:
Internal Balance
● You have a +2 bonus to Dexterity checks and saving throws
By 7th Key level, you can regulate your internal homeostasis.
for each charge of your tap rate.
While you are tapping your brassmind at a rate of 2 or more
● Your body becomes hot to the touch. You automatically
charges per round, you have resistance to cold damage. While
succeed on Constitution saving throws you make to resist
you are storing in your brassmind at a rate of 2 or more
extreme cold conditions.
charges, you have resistance to fire damage.
Some of your features may require your target to make a Elemental Aura
saving throw to resist the feature’s effects. The saving throw
Beginning at 9th Key level, you emanate an aura of intense
DC is calculated as follows:
temperatures:
Fever. While you are tapping your brassmind at a rate of 2
Firesoul save DC is 8 + proficiency + your Wisdom modifier
or more charges, a creature that starts its turn within 10 feet of
you must succeed on a Constitution saving throw or take 1d8
Martial Arts
fire damage and have disadvantage on ability checks made
Starting at 1st Key level, you know martial arts. You roll a d4
with Strength until the start of its next turn.
in place of the normal damage for your unarmed strikes. When
Chill. While you are storing in your brassmind at a rate of 2
you use the attack action to attack with an unarmed strike or a
or more charges, a creature that starts its turn within 10 feet of
weapon you are proficient in, you can make an unarmed strike
you must succeed on a Constitution saving throw or take 1d6
as a bonus action.
cold damage and have disadvantage on ability checks made
with Dexterity until the start of its next turn.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 49
Fire and Ice
When you reach 11th Key level, you learn to compound your
strikes. Once per turn, when you take the attack action and hit
a target with at least two unarmed strikes, you can impose one
of the following effects, provided you are tapping or storing
charges in your brassmind:
Immolate. If you are tapping your brassmind at a rate of 3
or more charges per round, the target must succeed a
Constitution saving throw or be set on fire for 1 minute. An
immolated creature takes 2d8 fire damage at the start of its
turn and repeats the saving throw at the end of its turns.
Another creature within 5 feet of the target can use an action
to put out the fire.
Frostbite. If you are storing in your brassmind at a rate of 3
or more charges, the target must succeed on a Constitution
saving throw or its speed is halved until the end of its next
turn.
Elemental Soul
When you reach 14th Key level, your command of heat grants
you the following benefits:
Fire Soul. While you are tapping your brassmind at a rate of
4 or more charges per round, your body radiates immense
heat. You automatically ignite any objects not being worn or
carried within 1 foot of you. Whenever a creature within 10
feet of you hits you with a melee attack, it takes 2d8 fire
damage.
Ice Soul. While you are storing in your brassmind at a rate
of 4 or more charges, you emanate immense cold. You
automatically freeze all open water within 1 foot of you into
ice. Whenever a creature within 10 feet of you hits you with a
melee attack, it takes 1d6 cold damage.
Elemental Burst
Beginning at 17th Key level, you learn to unleash extreme
temperatures. You know the following techniques.
Overheat. While you are tapping your brassmind at a rate of
5 or more charges per round, you can use your action to make
a melee attack against a creature you can see. On a hit, the
target takes 8d8 fire damage, and must succeed on a
Constitution saving throw or be blinded until the end of its
next turn.
Flash Freeze. While you are storing in your brassmind at a
rate of 5 or more charges, you can use your action to make a
melee attack against a creature you can see. On a hit, the target
takes 4d6 cold damage, and must make a Constitution saving
throw. On a failed save, it has disadvantage on ability checks
and saving throws made with Strength or Dexterity until the
end of its next turn.
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Skimmer Key
Brawler
Feruchemists who tap iron can increase their weight,
Starting at 1st Key level, you fight best with the weight of
becoming extremely heavy or light. Expert Skimmers use this
your own body. While you are not storing charges, you roll a
weight shift to seamlessly transition between leaping long
d6 in place of the normal damage for your unarmed strikes;
distances or crushing opposition. The best of them can be
otherwise, you roll a d4 instead. When you make an attack
one-person armies who exploit the conservation of momentum
with an unarmed strike, you can make an additional unarmed
to their advantage.
strike with a bonus action.
First Level Proficiencies
Light Weight
When you choose this Key at 1st character level, you gain the
Beginning at 2nd Key level, while you are storing charges in
following proficiencies:
your ironmind, your speed and jump distance increase by five
feet for each charge of your store rate, provided you are not
● Armor: Medium armor, shields
wearing heavy armor.
● Weapons: Battleaxes, mauls, warhammers
● Saving Throws: Strength, Dexterity
Iron Punch
● Skills: Choose two from Acrobatics, Animal Handling,
Starting at 3rd Key level, while you are tapping your ironmind
Athletics, History, Insight, Intimidation, and Survival.
at a rate of 1 charge per round, the damage die for your
unarmed strikes becomes a d8. The die size increases by 1 for
Ironmind
each charge you tap above 1, up to a d12. For example,
Starting at 1st Key level, you gain a special metalmind called
tapping your ironmind at 2 charges per turn will transform
an ironmind. You are keyed to your ironmind and you can use
your unarmed strikes’ damage die into d10s.
it as detailed by your Feruchemy feature. When you begin
Additionally, you roll twice as many bonus dice against
storing charges in your ironmind, you gain the following
constructs and structures you hit with your unarmed strikes
effects for the duration:
provided you are not storing charges in your ironmind.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 51
Dash as a bonus action and you have a bonus to Dexterity
(Stealth) checks equal each charge of your store rate.
Improved Brawler
Beginning at 11th Key level, your unrivaled combat skills
allow you to turn a miss into another strike. Once on each of
your turns, when you miss with an unarmed strike, you can
make another unarmed strike as part of the same action.
Weight Advantage
At 14th Key level, while you are tapping your ironmind at a
rate of 4 or more charges per round, you can perform one of
the following maneuvers:
Body Slam. You use an action to slam your opponent with
your weight. Make a melee attack. On a hit, you deal 1d8
bludgeoning damage for each charge you are tapping, and
push the creature up to 5 feet away from you for each charge
you are tapping.
Iron Pin. You directly pin a creature. When you
successfully grapple a creature, both you and the target are
restrained until the grapple ends. At the end of each of your
turns, the target takes 1d6 force damage for each charge you
are tapping.
Trembling Earth. You use an action to stomp the ground
beneath you and create an area of difficult terrain centered on
you with a radius of 5 feet for each charge you are tapping.
Each creature touching the ground in this area must succeed
on a Dexterity saving throw or have disadvantage on attack
rolls they make before the end of their next turn.
Float Weight
At 14th Key level, while you are storing in your ironmind at a
rate of 4 or more charges per round, you gain the following
benefits:
● You leave no tracks and cannot be tracked by conventional
means.
● Whenever you take bludgeoning, piercing, or slashing
damage, you can choose to be pushed up to 15 feet in a
straight line away from the attacking creature. This
movement does not provoke opportunity attacks.
Knockout Punch
When you reach 17th Key level, your fists become heavier
than steel. While you are tapping your ironmind at a rate of 5
or more charges per round, if you hit a creature with two
unarmed strikes in one turn, it must make a Constitution
saving throw. On a failed save, the creature falls unconscious
for 1 minute or until it takes damage. This feature has no
effect on creatures immune to the unconscious condition.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 52
Sparker Key
Inquisitive Nature
Feruchemists who tap zinc have increased mental speed,
Starting at 3rd Key level, you can give yourself a bonus to
letting them think faster and improve their reaction time.
your initiative rolls equal to your Intelligence modifier, and
Called Sparkers, they often take up positions as crew leaders
you can use a bonus action to make an Intelligence
because of their mental aptitude for influencing the battlefield
(Investigation) check to uncover or decipher clues.
and responding to unexpected problems.
Combat Stance
First Level Proficiencies
When you reach 3rd Key level, your mental ability lets you
When you choose this Key at 1st character level, you gain the
adopt special stances in combat. While you are tapping your
following proficiencies:
zincmind at a rate of 1 or more charges per round, you can use
a bonus action to take a combat stance that you know, which
● Weapons: Hand crossbows, longswords, rapiers,
lasts until the start of your next turn, or until you stop tapping
shortswords
your zincmind. For every 2 charges you tap above 1, you can
● Saving Throws: Dexterity, Intelligence
take up to one additional combat stance you know.
● Skills: Choose three from Arcana, Deception, Insight,
The combat stance you choose provides you benefits for the
Investigation, Nature, Perception, Persuasion, and Survival.
duration, as detailed below:
Zincmind
Alert Stance. Choose one creature you can see within 30 feet.
Starting at 1st Key level, you gain a special metalmind called
The creature has disadvantage on attack rolls against you
a zincmind. You are keyed to your zincmind and you can use
until you take damage or lose line of sight to it.
it as detailed by your Feruchemy feature. When you begin
Calm Stance. You have advantage on saving throws made to
storing charges in your zincmind, you gain the following
resist being charmed, frightened, or confused.
effects for the duration:
Defensive Stance. When a creature within 5 feet of you
attacks an ally, you can use your reaction to make a weapon
● You have a -2 penalty on Intelligence checks and saving
attack against the creature.
throws for each charge of your store rate.
Evasive Stance. When you are subjected to an effect that
● You have a -1 bonus to your attack rolls for each charge you
allows you to make a Dexterity saving throw to take only
intend to store.
half damage, you instead take no damage if you succeed on
the saving throw, and only half damage if you fail.
When you begin tapping charges from your zincmind, you
Guarded Stance. If a creature enters your reach, you can use
gain the following effects each round until you stop:
your reaction to make a melee attack against it.
Hunter Stance. Once per turn, when a creature within 5 feet
● You have a +2 bonus on Intelligence checks and saving
of you moves at least 1 foot, you can use your reaction to
throws for each charge of your tap rate.
make a weapon attack against it.
● You have a +1 bonus to your attack rolls for each charge of
Low Stance. You cannot be shoved, grappled, or knocked
your tap rate.
prone.
Mental Training Nimble Stance. Your movement speed increases by 30 feet
until the end of your next turn.
Beginning at 2nd Key level, you prepare and study your foes
Rolling Stance. If an enemy ends its movement within 5 feet
between attacks. Once per turn, you can use your Intelligence
of you, you can use your reaction to move up to half your
modifier for an attack and damage roll you make against a
speed. This movement does not provoke opportunity
creature you can see in place of your Strength or Dexterity
attacks.
modifiers.
Shielded Stance. When you are hit by an attack, you can use
your reaction to subtract 1d4 from the attack roll, potentially
Rule Tip: Once Per Turn turning the hit into a miss.
Unless the feature specifies an event occurs specifically on
your turn, you can use the feature on another creature’s turn. You learn three stances of your choice. You learn an
For example, you can use your Mental Training feature for additional stance of your choice at 11th and 17th Key levels.
an attack of opportunity that you make.
Each time you gain a Key level in this subclass, you can also
replace one stance you know with a different one.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 53
Uncanny Dodge
Starting at 7th Key level, while you are tapping your zincmind
at a rate of 2 or more charges per round, you can use your
reaction to halve the damage of an attack against you that you
can see.
Prestigious Mind
When you reach 9th Key level, you are smarter even without
your zincmind. You gain the following benefits:
● You can add your Intelligence modifier to Wisdom saving
throws you make.
● You can read, write, and decipher messages in half the time
you would normally need.
● Whenever you make an Intelligence (Investigation) check, it
takes half the time you would normally need.
Quick-Thinking
Starting at 11th Key level, you react faster to your
surroundings. While you are tapping 3 or more charges from
your zincmind, you gain one additional reaction. You can only
use one reaction for each trigger.
For each charge you tap above 3, you gain one additional
reaction.
Uncanny Exploit
When you reach 11th Key level, you have learned to turn a
failure into an advantage. While you are tapping 3 or more
charges from your zincmind, whenever you use your Uncanny
Dodge feature, you can use another reaction to make a weapon
attack against the creature that attacked you.
Mental Fortitude
Beginning at 14th Key level, while you are tapping your
zincmind at a rate of 4 or more charges per round, you can use
your reaction to re-roll the d20 whenever you fail a saving
throw and use the new result.
Fatal Strike
Starting at 17th Key level, while you are tapping your
zincmind at a rate of 5 charges per round, your accelerated
mind allows you to strike at your enemy’s critical point. You
ignore the damage resistance and immunities of your targets,
and once per turn, when you hit a creature with a weapon
attack, you can roll an extra damage die.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 54
Steelrunner Key
Feruchemists who tap steel can move faster and farther. Unarmored Defense
Known as Steelrunners, these terrifying forces of nature often Starting at 2nd Key level, while you are wearing no armor and
dash through battles unseen, landing surprise blow after blow not wielding a shield, your AC equals 10 + your Dexterity
to whittle their opponents to nothing. modifier + your Charisma modifier.
Flurry of Steel
By 17th Key level, your impressive speed lets you attack more
often. When you hit a target with a weapon attack on your
turn, you can make one additional weapon attack against it by
spending 30 feet of movement. You can only use this feature
once for each target.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 56
Windwhisperer Key
Whispers in the Wind
Feruchemists who tap tin have heightened senses. Called
Starting at 2nd Key level, you learn to recognize and hear
Windwhisperers, their ability to selectively heighten and
voices you have studied, even from afar. When you have
dampen their senses make them excellent spies and scouts.
listened to a creature talk for at least an hour, you can hear it
from up to 30 feet away, even if they are whispering. While
First Level Proficiencies
you are tapping charges from your tinmind, this range
When you choose this Key at 1st character level, you gain the
increases to 60 feet.
following proficiencies:
Critical Eye
● Armor: Medium armor, shields
Starting at 3rd Key level, you can use your heightened senses
● Weapons: Martial weapons
to find openings in your enemies’ defenses. While you are
● Saving Throws: Strength, Dexterity
tapping your tinmind at a rate of 1 charge per round, you score
● Skills: Choose two from Arcana, Acrobatics, Medicine,
a critical hit on a roll of 19-20.
Religion, Perception, Stealth, and Survival.
When you tap at a higher rate, the lower range of your
critical threshold decreases by 1 for every charge you tap
Tinmind
above 1. For example, tapping at 3 charges per round will
Starting at 1st Key level, you gain a special metalmind called
allow you to score a critical hit on a roll of 17-20.
a tinmind. You are keyed to your tinmind and you can use it as
detailed by your Feruchemy feature. When you begin storing
Defensive Eye
charges in your tinmind, you gain the following effects for the
By 3rd Key level, your heightened senses protect you from
duration:
attacks. When you are hit by a weapon attack you can see, you
can use your reaction to defend yourself. Until the start of
● For each charge of your store rate, you have a -2 penalty to
your next turn, you can add a bonus to your AC equal to your
any Wisdom (Perception), Wisdom (Insight), and Wisdom
Wisdom modifier (minimum of 1), including against the
(Survival) checks you make.
triggering attack.
● The range of any darkvision you have decreases by 10 feet
You can use this feature once and you regain the ability to
for each charge of your store rate.
do so when you have stored charges in your tinmind and
regained at least 1 charge.
When you begin tapping charges from your tinmind, you
gain the following effects each round until you stop:
Scout’s Warning
Starting at 7th Key level, you learn to warn your allies of
● For each charge of your tap rate, you have a +2 bonus to any
incoming danger. Whenever you or an ally that you can see
Wisdom (Perception), Wisdom (Insight), and Wisdom
within 30 feet of you suffers a critical hit, you can use your
(Survival) checks you make.
reaction to turn that attack into a normal hit. Any effects
● For each charge of your tap rate, the range of your
triggered by a critical hit are canceled.
darkvision increases by 10 feet.
You can use this feature once and you regain the ability to
do so when you have stored charges in your tinmind and
Tinwatch
regained at least 1 charge.
At 1st Key level, you excel at protecting your allies with your
battle awareness. While you are tapping your tinmind, you
Enhanced Senses
extend your awareness to a range of 10 feet for each charge
Beginning at 9th Key level, while you are tapping your
you are tapping. If a hostile creature inside the range of your
tinmind at a rate of 2 or more charges per round, you gain the
awareness makes an attack against your ally, you can make
following benefits:
one weapon attack against it using your reaction.
● You gain tremorsense up your Tinwatch feature’s range of
awareness.
Careful Movement
● As an action, you can touch the ground and become aware
Beginning at 2nd Key level, you can use your bonus action to
of all creatures touching the ground within 500 feet of you.
Disengage or make a Wisdom (Perception) check.
You learn the creatures’ size, groups, numbers, and
Additionally, when you roll for initiative, you can make a
direction of travel.
Wisdom (Perception) check to determine your initiative order.
● As an action, you can detect the presence of poisons in food
that you taste.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 57
Tinwatch Strikes
Starting at 11th Key level, while you are using your Tinwatch
feature, you can use your action to make one weapon attack
against every hostile creature within your range of awareness,
and you make a separate attack roll for each target. If you use
a ranged weapon, you must have ammunition for each target,
as normal.
Evasion
Starting at 14th Key level, while you are not storing charges in
your tinmind, whenever you are subjected to an effect that
allows you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on a
saving throw, and only half damage if you fail.
Nigh Omniscience
Beginning at 17th Key level, while you are tapping your
tinmind at a rate of 4 or more charges per round, you gain the
following benefits:
● You instantly learn the resistances, immunities, and
remaining hit points of any creature within your Tinwatch
feature’s range of awareness.
● If you can hear a creature’s heartbeat, you automatically
succeed on any Wisdom (Insight) checks you make to
discern if it is being truthful.
● You can see clearly up to 2 miles, even in dim light.
● You can hear anything that is whispered up to 1000 feet
away.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 58
Keeper Key respective subclass, instead of the sizes shown in the
Feruchemist class table.
Most Feruchemists are Ferrings and are only keyed to a single
Keeper Store Rate. You can store and tap charges in
metal, but there are some who are keyed to every metal. These
multiple metalminds at the same time, but while storing
rare and powerful Feruchemists are called Full Feruchemists,
charges, the total combined store rate cannot exceed the value
and their expanded abilities make them excellent Keepers,
indicated in the Feruchemist class table.
which are a small group of Terrisfolk dedicated to archiving
You calculate the total Key levels you have in each
ancient knowledge. Each Keeper chooses a particular field of
Feruchemical Key and you gain the features listed for reaching
study to collect over the course of a lifetime.
the appropriate Key level in that subclass.
A character with a Keeper Key is played as if
multi-subclassing into various Feruchemical Keys. Players
with a Keeper character should be comfortable with juggling a Keeper Leveling
lot of information and are encouraged to have working
Keeper Level Key Levels Gained
knowledge of every Key subclass.
1 1, in every other Feruchemical Key
First Level Proficiencies
When you choose this Key at 1st character level, you gain the 3 3
following proficiencies instead of those provided by each
7 3
individual Feruchemical Key.
11 4
● Weapons: Battleaxes, shortswords
● Saving Throws: Intelligence, Wisdom 14 4
● Skills: Choose two from Arcana, History, Insight, 17 4
Investigation, Medicine, Nature, Perception, and Religion.
20 4
Keeper’s Reputation
Starting at 1st Keeper Key level, your ancestral knowledge Double Tap
provides a thorough understanding of your world and the Starting at 2nd Keeper Key level, you can tap up to two
people you meet generally respect your Keeper status. metalminds at the start of each of your turns.
Whenever you make a Charisma check, you can display your
metalminds to gain advantage on the roll. The World on your Arms
You can use this feature twice, and you regain expended When you reach 9th Keeper Key level, your knowledge of the
uses when you finish a long rest. world runs deep. Whenever you make an ability check with a
skill you are not proficient with, you can replace the skill with
Full Feruchemy another you are proficient in.
Beginning at 1st Key level, you are keyed to every metal, You can use this feature once, and you regain expended uses
which is represented by the Key levels you gain in each when you finish a short or long rest.
metal’s respective Feruchemical Key.
Feruchemy at 1st Keeper Key Level. Y ou gain one Key Keeper of All
level in every Feruchemical Key. You gain the features Starting at 11th Keeper Key level, you gain a +1 bonus to the
granted by each subclass as if you are at 1st Key level, but you maximum size of each metalmind you own.
do not gain any of the bonus proficiencies listed.
Feruchemy at higher Keeper Key Levels. When you reach
certain Keeper levels, you gain additional Key levels as
detailed in the Keeper Leveling table, which you can assign to
other Feruchemical Keys of your choice to progress your
abilities. You can choose to assign multiple Key levels to one
Key, or divide them amongst multiple Keys. You can have up
to a number of Key levels in each Feruchemical Key equal to
1 + half your Keeper Key level (rounded down) and you can
never have more than this amount. You cannot assign Key
levels to the Keeper Key.
Keeper Metalmind Size. The size of each metalmind you
own is equal to the number of Key levels you have in its
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 59
Optional Keys
Sentry Key
Not all metals are created equal. Some metals are not effective
Feruchemists who tap bronze gain wakefulness. Called
or difficult for Feruchemists to use, and others are extremely
Sentries, they are often hired as overnight shift or army scouts
rare and expensive. If the DM allows, you can choose a Key
to keep watch during off-hours.
from this section. Note these Keys end before reaching 20th
Key level. A primary ability is provided for players who want
First Level Proficiencies
to multiclass into Feruchemy with the selected Key (refer to
Your Primary Ability is Wisdom.
Multiclassing section).
When you choose this Key at 1st character level, you gain the
following proficiencies:
Archivist Key
Feruchemists who tap copper can store and retrieve memories.
● Saving Throws: Intelligence, Wisdom
This ability forms the core of the Keepers, a Terris group
● Skills: Choose any two from Animal Handling,
dedicated to preserving knowledge.
Investigation, Medicine, Nature, Perception, and Survival.
Coppermind Restless
Starting at 1st Key level, you gain a special metalmind called
Beginning at 2nd Key level, while you are tapping your
a coppermind and you are keyed to it. The coppermind does
bronzemind at a rate of 1 or more charges per round, you have
not follow typical rules as detailed by your Feruchemy feature.
advantage on saving throws made to resist being put to sleep.
Instead, you can use a bonus action to touch your coppermind
and store memories inside it. When you do, it disappears from Constant Vigilance
your mind until you retrieve that memory as a bonus action by Beginning at 3rd Key level, you can stay awake for long
touching your coppermind. Any memory you retrieve is periods of time. When you begin a long rest, you can spend 2
recalled perfectly. charges directly from your bronzemind to reduce the amount
of time you need to sleep by half.
Ancient Knowledge
When you reach 2nd Key level, you come across additional Peaceful Slumber
practical knowledge during your archival work. Choose an Starting at 7th Key level, while you are storing charges in your
Artisan's tool or musical instrument you are not proficient in. bronzemind at a rate of 3 or more, you can choose to
You are now considered proficient. immediately fall asleep and take a short or long rest. While
you rest, you cannot be roused from sleep and you can still
Borrowed Knowledge store charges as though you are awake.
Starting at 3rd Key level, you can search your coppermind for
While you are sleeping through a short rest, you can spend
assistance. When you make an ability check, you can gain a
hit dice as normal, but you gain a bonus to each roll equal to
bonus to the roll equal to your Intelligence modifier (minimum
your store rate. While you are sleeping through a long rest,
of 1). You can use this feature once, and you regain the ability
you regain additional spent hit dice equal to your store rate.
to do so when you finish a long rest.
Bolstered Intellect
Starting at 7th Key level, when you make an ability check
using Intelligence, you can treat a d20 roll of 7 or lower as an
8.
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Pinnacle Key people often hire them to dive into deep waters for fish or
various valuables.
Feruchemists who tap electrum gain determination. Called
Pinnacles, they are generally private people who use their
First Level Proficiencies
power to get through difficult situations.
Your Primary Ability is Constitution.
When you choose this Key at 1st character level, you gain the
First Level Proficiencies
following proficiencies:
Your Primary Ability is Wisdom.
When you choose this Key at 1st character level, you gain the
● Saving Throws: Strength, Constitution
following proficiencies:
● Skills: Choose any two from Deception, Medicine, Nature,
Perception, Stealth, and Survival.
● Saving Throws: Wisdom, Charisma
● Skills: Choose any two from Arcana, Deception,
Cadmiummind
Intimidation, Medicine, Persuasion, and Survival.
Starting at 1st Key level, you gain a special metalmind called
a cadmiummind. You are keyed to your cadmiummind and
Electrummind
you can use it as detailed by your Feruchemy feature.
Starting at 1st Key level, you gain a special metalmind called
When you begin storing charges in your cadmiummind, you
an electrummind. You are keyed to your electrummind and
have disadvantage on any Strength, Dexterity, and
you can use it as detailed by your Feruchemy feature.
Constitution checks you make until you stop storing.
When you begin storing charges in your electrummind, you
When you tap charges from your cadmiummind, you
have disadvantage on attack rolls, ability checks and saving
immediately hold your breath for a number of minutes equal
throws for the duration.
to the number of charges you tap.
When you begin tapping charges from your electrummind,
you gain bolstered determination until the start of your next
Internal Strength
turn. When you make an attack roll, ability check, or saving
Beginning at 2nd Key level, while you are tapping charges
throw, the d20 roll can never be lower than 5 + the number of
from your cadmiummind, you have advantage on Constitution
charges you are tapping. If the roll is lower than that number,
saving throws made to resist poison.
you use that number instead.
Force of Breath
Relentless Effort
Starting at 3rd Key level, while you are tapping your
Starting at 2nd Key level, while you are tapping charges from
cadmiummind at a rate of 2 or more charges per round, you
your electrummind, you become determined to succeed. Until
can use your action to release your breath in a powerful burst
the start of your next turn, if you fail an ability check using a
to push enemies away. Each creature in a 15-foot cone must
skill you are proficient in, you can re-roll the d20 and must use
succeed on a Strength saving throw or be pushed away from
the new result.
you up to a distance equal to ten times the number of charges
you are tapping. The DC is 8 + your proficiency bonus + your
Unwavering Spirit
Constitution modifier.
Beginning at 3rd Key level, while you are tapping 2 or more
charges per round from your electrummind, you become
Breath of Life
determined to survive. Until the start of your next turn, if you
Beginning at 7th Key level, you can use your breath to
fail a saving throw, you can re-roll the d20 and must use the
resuscitate your allies. While you are tapping charges from
new result.
your cadmiummind, you can use a bonus action to assist an
unconscious ally within 5 feet of you. The target gains a bonus
Persistent Fighter
to its next death saving throw equal to the number of charges
Starting at 7th Key level, while you are tapping 2 or more
you are tapping, and if it rolls a 20 or higher on the save, it
charges per round from your electrummind, you become
becomes conscious and regains 1 hit point.
determined to strike. Until the start of your next turn, if you
miss an attack roll, you can re-roll the d20 and must use the
new result.
Subsumer Key
Feruchemists who tap bendalloy gain stored energy. Aptly
Gasper Key called Subsumers, the energy they store comes from large
quantities of food they eat. The ability to not eat for days make
Feruchemists who tap cadmium gain breath, or the ability to
them excellent journeymen and travelers, though restaurateurs
hold one’s breath for long periods of time. Known as Gaspers,
often malign them when they stop by to stock up again.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 61
First Level Proficiencies Because of the esoteric nature of this ability, Trueselfs are
Your Primary Ability is Constitution. extremely rare, but are capable of changing the fate of the
When you choose this Key at 1st character level, you gain the world with their unlimited potential.
following proficiencies:
First Level Proficiencies
● Saving Throws: Strength, Constitution Your Primary Ability is Charisma.
● Skills: Choose any two from Athletics, Medicine, Nature, When you choose this Key at 1st character level, you gain the
Perception, Persuasion, and Survival. following proficiencies:
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 62
metalmind this way, it becomes unkeyed, and a creature with Connect Investiture
the appropriate Feruchemical ability can tap charges from it. Starting at 7th Key level, while you are tapping your
duraluminmind at a rate of 5 or more charges, you imbue your
Connector Key Investiture with connection. Any creature who touches the
Feruchemists who tap duralumin create connections to others. Investiture gains the ability to absorb and use it.
Because of the esoteric nature of this ability, Connectors are
extremely rare, but can be found working as diplomats or Spinner Key
translators. Feruchemists who tap chromium retrieve fortune and gain
luck. Because of the esoteric nature of this ability, Spinners
First Level Proficiencies are extremely rare, but can be found working as talented
Your Primary Ability is Charisma. assassins or cleaning out casinos.
When you choose this Key at 1st character level, you gain the
following proficiencies: First Level Proficiencies
Your Primary Ability is Wisdom.
● Saving Throws: Wisdom, Charisma When you choose this Key at 1st character level, you gain the
● Skills: Choose any two from Animal Handling, Deception, following proficiencies:
Nature, Performance, Persuasion, and Survival.
● Saving Throws: Intelligence, Wisdom
Duraluminmind ● Skills: Choose any two from Arcana, History, Investigation,
Starting at 1st Key level, you gain a special metalmind called Nature, Performance, and Sleight of Hand.
a duraluminmind. You are keyed to your duraluminmind and
you can use it as detailed by your Feruchemy feature. Chromiummind
When you begin storing charges in your duraluminmind, Starting at 1st Key level, you gain a special metalmind called
you have a -2 penalty to Charisma checks and saving throws a chromiummind. You are keyed to your chromiummind and
for each charge of your store rate until you stop storing. you can use it as detailed by your Feruchemy feature with a
When you begin tapping charges from your duraluminmind, few exceptions. When you begin storing charges in your
you have a +2 bonus to Charisma checks and saving throws chromiummind, you gain the following effects for the
for each charge you tap until the start of your next turn. duration:
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 63
Blessed Protection Conceal Investiture
Beginning at 2nd Key level, while you are tapping your Beginning at 2nd Key level, while you are storing charges in
chromiummind at a rate of 1 or more charges per round, you your nicrosilmind, your Investiture cannot be detected by any
can add a d4 to any saving throws you make. means.
Nicrosilmind
Starting at 1st Key level, you gain a special metalmind called
a nicrosilmind. You are keyed to your nicrosilmind and you
can use it as detailed by your Feruchemy feature.
When you begin storing charges in your nicrosilmind,
choose any combination of Focus or Key levels you have. For
each charge of your store rate, you lose one level in the chosen
Focus or Key level, which lasts until you stop storing. Record
the subclass level that was lost.
When you begin tapping charges from your nicrosilmind,
for each charge you tap, you gain one Focus or Key level of
your choice from those you have previously stored in the
nicrosilmind. This effect lasts until the start of your next turn.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 64
Hemalurgist
Empty steel eyes scanning the crowd, a man with a Whisperer? Maybe the voices in your mind have sent you on a
spike-pierced head recognizes the Allomantic pulses of zinc quest to alter the course of history. Perhaps you are recently
and draws his stone axes. freed from the Whisperer’s control, finally experiencing
Moving with an unnatural strength, the koloss swings a independence.
sword nearly twice his size with the strength of five men,
shattering a shield and embedding the shards into the body Quick Build
that wielded it. You can make a Hemalurgist quickly by following these
Shifting with practiced speed, a kandra swallows the bones suggestions. First, put your highest ability score in
of a guard and rebuilds a perfect replica body, preparing to Constitution, followed by Strength. Second, choose the
infiltrate the manor grounds for a contract assassination. Acolyte background. Choose an iron and steel spike for your
However different, all Hemalurgists are united by the spikes starting equipment.
that pierce their bodies. No matter what they do, they often
find themselves at the mercy of divine whispers in their mind,
Hemalurgy and Your Game
instructed like small cogs in the midst of a grand plan. Hemalurgy can have widespread consequences for your
campaign because of its deadly nature. You should carefully
Power of Ruin consider if you are ready to run a game for a Hematologist.
Hemalurgists obtain their power from their connection to
Ruin. Hemalurgy is considered end-negative because of the
deadly ritual required to transfer that power. Hemalurgists Class Features
steal the abilities of other creatures by impaling a living being As a Hemalurgist, you gain the following class features.
with a special metal spike and spearing themselves with it.
Hemalurgy can be used to steal physical strength, mental Hit Points
fortitude, and even other Metallic Arts. The amount and type Hit Dice: 1d10 per Hemalurgist level
of attributes obtained are dependent on the size of the spikes, Hit Points at 1st Level: 10 + your Constitution modifier
the location of the spikes, the types of metal used, and the time Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
between the spikes piercing both bodies. modifier per Hemalurgist level after 1st.
The Hemalurgic process also wears down Hemalurgists’
bodies and can expose them to beings beyond. Divine and Proficiencies
incorporeal beings can whisper in their ears, and the more Armor: Light armor
powerful beings can even control them. It is even known for Weapons: Simple weapons, shortswords, longswords
some Allomancers with incredible powers to control a Saving Throws: Strength, Constitution
Hemalurgist. Skills: Choose two from: Athletics, Acrobatics, History,
Intimidation, Medicine, Perception, Religion, and Survival.
Creating a Hemalurgist
Hemalurgists are generally evil because of the bloody ritual Equipment
required to create them. After the Catacendre and the fall of You start with the following equipment, in addition to the
the Lord Ruler who first created them, Hemalurgists gained equipment granted by your background:
limited independence and have begun shifting towards a good
alignment. ● Any two weapons you are proficient in
When you create a Hemalurgist, consider your origin. Were ● (a) leather armor, or (b) ballistic vest armor if proficient
you impaled against your will or did you agree to undergo the ● (a) a dungeoneer’s pack or (b) an explorer's pack
process? Perhaps you were promised the power in exchange ● A set of metallurgist's tools
for servitude. What is your character’s relationship to your
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 65
The Hemalurgist Table
Level Proficiency Bonus Spike Limit HemaSurge Features
9th +4 5 d8 -
13th +5 6 d10 -
17th +6 7 d12 -
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 66
Hemalurgy Proficiencies listed. Your Allomantic charge maximum is
equal to 2 times the number of spikes you have in your body
Starting at 1st level, you can practice Hemalurgy and you
that grant you Focus levels.
understand how to steal powers from others with a Hemalurgic
Stealing Key levels. When you steal at least one Key level,
spike. Like other Metallic Arts, only specific metals with a
you gain the Feruchemy feature detailed in the Feruchemist
very precise purity or alloy percentage can be used as a spike.
class. You gain the features granted by reaching the combined
Hemalurgic Ritual total of Key levels you have in the appropriate subclass, but
you do not gain any of the First Level Proficiencies listed.
To steal a power, you must first kill a humanoid creature, or
Your Feruchemy maximum store rate is equal to 1 + half the
donor, with a Hemalurgic spike, which charges it with an
number of spikes you have that grant you Key levels, and the
attribute. The type of metal used determines the attribute you
size of each metalmind you own is equal to the number of Key
steal, as shown in the Ability Spikes and Power Spikes tables.
levels you have in its respective subclass. Your DM can
If the donor does not have the attribute you are trying to steal,
decide if you automatically gain a metalmind or if you must
the spike remains uncharged.
obtain one.
As an action, you can insert the spike into your body, and
gain the attribute carried by the spike. Only an uncharged
spike can steal an attribute and each spike can only carry one Enhancement Spikes
stolen attribute at a time. When a charged spike has not
Metal Enhancement Effect
pierced a host for some time, the attribute quickly decays in
potency until the spike becomes uncharged. Copper You gain a +1 bonus to any Intelligence checks and
saving throws you make.
Enhancement Spikes
Specific spikes can steal a physical or mental ability Iron You gain a +1 bonus any Strength checks and
saving throws you make.
enhancement from the donor. An Enhancement Spike carries a
+1 bonus to the chosen ability effect when it is first charged Tin You gain a +1 bonus to your passive Perception
and decays after 1 minute if the spike has not been inserted and any Wisdom (Perception) checks you make.
into your body.
Zinc You gain a +1 bonus to any Wisdom saving throws
Choosing the Spike. The ability enhancement you can steal you make.
is determined by the type of spike you use, as shown in the
Enhancement Spikes table. When you insert the spike into
your body, you gain the stolen attribute until the spike is Power Spikes
removed.
Metal Power Effect
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 68
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20
using this feature.
Hemalurgic Path
At 5th level, you choose a Hemalurgic Path. Each Path is
dictated by the types of spikes you have used and can be
restricted by race or alignment. Each Path provides you
additional features at 7th, 11th, 15th, 18th, and 20th level.
Blood Mending
Starting at 6th level, your impaled body draws upon the
spike’s power to stay alive. You can use a bonus action to
regain hit points equal to your HemaSurge die + double your
Constitution modifier.
You can use this feature once, and regain the ability to do so
when you finish a short or long rest.
Hemalurgic Endurance
Beginning at 10th level, you can draw upon your blood and
spikes to resist damage to your body. When you must make a
saving throw, you can spend a HemaSurge die and add the roll
to your saving throw. You can wait until after you roll the d20
to use this feature, but must decide before you discover
whether the roll succeeds or fails.
Additionally, your experience in Hemalurgy allows you to
easily remove and insert spikes into your own body. When
you remove a spike from your body, you only take half
damage.
Cleansing Blood
At 14th level, you can use your action to spend one
HemaSurge die to end one Allomantic or Feruchemical effect
on yourself or on one willing creature that you touch.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 69
Hemalurgic Paths
Spike Potential
Hemalurgy is unique for its versatility and terrible
requirements. Though most Hemalurgists are Inquisitors, Required Spike Benefit
Kandra, and Koloss, there are secret practitioners that immerse
themselves in the art privately. Bendalloy or Your maximum hit points increase by 10
Gold
Key Focus Copper You can add half your proficiency bonus,
rounded down, to any skill check you make
Beginning at 5th level, can burn or tap multiple metals at once. that doesn't already include your proficiency
You can tap up to two metalminds at the start of each of your bonus
turns. Additionally, as part of the bonus you use to burn a
Iron You have a +1 bonus to attack rolls you make
metal, you can burn another metal that also requires a bonus
using Strength
action to burn.
Pewter or Steel The maximum number of HemaSurge dice
Hemalurgy Adept you can have increase by 1
Starting at 7th level, you discover new methods of Hemalurgy.
Tin When you roll for initiative, you can make a
You gain proficiency in the History skill and metallurgist’s Wisdom (Perception) check instead of
tools if you are not already proficient. Whenever you use your Dexterity to determine your initiative order
metallurgist's tools to craft Allomantic charges you can burn,
you craft an additional charge.
Unnatural Durability
Spike Potential Ability Score Required Spike
When you reach 11th level, your body absorbs more power
from your spikes. You can choose two of the following Strength Iron or Pewter
benefits of your choice from the Spike Potential table,
Dexterity Cadmium or Steel
provided you have at least one of the required spikes in your
body. At the end of a short or long rest, you can replace one Constitution Bendalloy or Gold
chosen benefit with another one available to you.
Intelligence Copper or Brass
Unnatural Durability
Wisdom Tin or Zinc
Beginning at 15th level, your impaled form is almost
superhuman. When you make a saving throw using an ability Charisma Bronze or Electrum
score from the Unnatural Durability Table, you can use your
reaction to gain advantage on the save provided you have at Hemalurgic Transcendent
least one of the corresponding spikes in your body. Beginning at 18th level, your combination of spikes grant you
Whenever you use this feature, you cannot use it again for inhuman ability to affect another creature's blood. As an
saving throws made with the same ability score until you action, you can spend 2 HemaSurge dice to use one of the
finish a long rest. following maneuvers, which last until you lose concentration
(as if concentrating on a spell).
Bind Blood. Choose up to three creatures you can see within
5 feet. Each creature must succeed on a Constitution saving
throw or become paralyzed for 1 minute. The DC is 15 and
you can spend Allomantic Iron or Steel charges to increase it
by 1 for each charge you spend. An affected creature can
repeat the saving throw at the end of each of its turns, ending
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 70
the effect on a success. A creature automatically succeeds on
the save if it has no blood.
Corrupt Blood. Choose up to three creatures you can see
within 30 feet. Each creature must succeed on a Wisdom
saving throw or become corrupted for 1 minute. The DC is 15
and you can spend Allomantic zinc or brass charges to
increase it by 1 for each charge you spend. An affected
creature is frightened of you, cannot take reactions, and must
use its action on its turn to make a melee attack against a
randomly determined creature within reach. If there is no
creature within its reach, the creature does nothing. At the end of its
turns, the affected creature can repeat the saving throw, ending
the effect on a success. A creature automatically succeeds on
the save if it is an undead or a construct.
Detect Heartbeat. You automatically detect the presence of
all creatures with a heartbeat within 60 feet of you, and you
have advantage on any Charisma checks you make towards
them for 1 minute. You also learn their type, location,
numbers, and mood.
Quicken Pulse. Choose up to three creatures within 10 feet
of you, including yourself. For the next minute, the creature’s
speed is doubled, it has advantage on Dexterity saving throws,
and it can make one additional attack when it takes the attack
action.
True Freedom
When you reach 20th level, you finally achieve independence
from your Whisperer. You no longer hear the Whisperer’s
voice in your head. You have advantage on saving throws you
make to resist being controlled with Allomancy.
Additionally, whenever you use your Hemalurgic
Endurance feature for a Wisdom or Charisma saving throw,
you can spend additional HemaSurge dice up to the number of
zinc spikes you have in your body and add their rolls to the
saving throw.
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Path of the Inquisitor
Piercing Eyes
An Inquisitor’s main distinguishing feature is two steel spikes
Beginning at 11th level, if you have at least 3 Focus levels in
that pierce their eye sockets and jut out the back of its head,
bronze, you can pierce the copper clouds of Smokers. As an
which has since replaced their ability to see with Metalsense.
action, you can spend 4 charges of bronze and ignore the
This terrifying visage is enough to strike fear into a populace.
effects of a regular coppercloud that is not flared.
For this reason, Inquisitors generally serve as law enforcement
If the creature creating the coppercloud is flaring copper,
or hunters.
you must succeed on a Wisdom (Perception) check contested
by the creature’s Charisma (Deception) check to detect any
Restrictions: Race and Spikes
Allomantic sources inside the cloud.
Only members of a humanoid race can follow the Path of the
Inquisitor. The Hemalurgist must have a minimum of two
Unnerving Presence
steel spikes in the body and some form of Metalsense.
Starting at 15th level, your appearance unnerves others. When
Your DM can lift these restrictions to better suit the
a creature within 5 feet of you attacks you with a melee
campaign. The restrictions exist for Scadrial. It might not
weapon, you can use your reaction to frighten it. The target
apply to your DM’s setting.
must succeed on a Wisdom saving throw (DC equal to 15 +
your Charisma modifier) or become frightened by you until
Iron Eyes
the start of its next turn.
When you choose this path at 5th level, you gain the
If a creature succeeds on its saving throw, you can't use this
distinctive look of a Steel Inquisitor. Your two steel spikes
feature on it again for 24 hours.
pierce your eyes, though you can still see normally by using a
variant of Metalsense to detect trace metals around you.
Steel Surge
While you have at least one spike in your eye, you can never
Beginning at 18th level, when you roll initiative and you have
be blinded.
no HemaSurge dice left, you regain one HemaSurge dice.
Key Focus
Linchpin Spike
Beginning at 5th level, can burn or tap multiple metals at once.
When you reach 20th level, your Spike Limit increases by one
You can tap up to two metalminds at the start of each of your
up to a maximum of 11. The final eleventh spike is the
turns. Additionally, as part of the bonus you use to burn a
Linchpin spike, which holds all the other spikes in your body.
metal, you can burn another metal that also requires a bonus
When you use this Linchpin spike in a Hemalurgic Ritual, it
action to burn.
can steal up to two enhancement attributes, or up to three
Focus or Key levels instead.
Terrifying Visage
When you have 10 Hemalurgic spikes and one Linchpin
Starting at 7th level, your reputation strikes fear into any who
spike in your body, your Constitution score increases by 2 and
dare look at you. You gain proficiency in the Intimidation
your maximum increases by that amount. From that point on,
skill. If you are already proficient, you gain proficiency in one
you can no longer remove a spike or you die.
of the following skills of your choice: Deception, Insight,
Medicine, or Survival.
Your proficiency bonus is doubled for any ability check you
make that uses Intimidation. You receive this benefit
regardless of the skill proficiency you gain from this feature.
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Path of the Kandra
Twisted Form
Kandra are Hemalurgically-created shapeshifters that use a
Starting at 15th level, you can shift your body to gain an edge.
target's bones to assume a physical form. As they gain more
You gain the following benefits:
spikes, they become better at using their own abilities.
Distorted. On your turn, you can move through any space
A Kandra’s spikes are called Blessings because they grant
that is one size smaller than you and do so without squeezing.
them sentience and other powers. Removing the spikes would
When you stop moving, the regular squeezing rules apply.
mean their reversion into mindless mistwraiths.
Elongated. When you make a melee attack on your turn,
your reach for it is 5 feet greater than normal.
Restrictions: Race and Spikes
Only kandra can follow the Path of the Kandra. The character
Quick-Change
must have a minimum of four spikes in the body in any
Beginning at 18th level, you can spend a HemaSurge die as an
combination of copper, iron, tin, or zinc. When you gain a new
action to instantly shapeshift into another form you have the
spike, you can only choose from copper, iron, tin, or zinc
bones for. You immediately drop any bones you were wearing
unless otherwise allowed.
(which will require some time to pick up again).
Your DM can lift these restrictions, but some of these
shape-shifting features would not apply to player races that are
Shapeshift Mastery
not kandra.
When you reach 20th level, your shapeshifting ability is
improved. The amount of time required for shapeshifting into
Inhuman Form
a form you know (and have the materials for) is halved.
When you choose this path at 5th level, you can shift your
body to avoid damage to your bones. Whenever you are hit by
an attack you can see, you can use your reaction to spend one
HemaSurge die and reduce the damage you take by an amount
equal to the roll.
Improved Blessings
Starting at 7th level, you can resist others taking control of
your mind. If you have at least one copper or zinc spike in
your body, you have advantage on Wisdom or Charisma
saving throws.
Otherworldly Blessing
When you reach 11th level, you are granted an Otherworldly
Blessing of unknown metal from your Whisperer, which is a
special Hemalurgic Spike. When you use it in a Hemalurgic
ritual, you can use it as any Power Spike of your choice from
the Power Spike table. Other creatures cannot benefit from
this spike.
When you reach 15th and 20th level, you gain another
Otherworldly Blessing.
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Path of the Koloss
Immeasurable Strength
Koloss used to be people, but their forms have been spiked
By 11th level, your body has become grotesquely strong. For
with pure strength at the cost of their intelligence. A person
each iron spike you have in your body, your Strength score
becomes a koloss the moment the fourth iron spike is inserted;
increases by one and your Strength score maximum increases
having less than four spikes would mean their death.
by one. For every two iron spikes you have, your Intelligence
score decreases by one.
Restrictions: Race and Spikes
Only members of a humanoid race can follow the Path of the
Blood Fury
Koloss. The Hemalurgist must have a minimum of four iron
Starting at 15th level, when you score a critical hit or reduce a
spikes in the body.
hostile creature’s hit points to zero with a melee weapon
Your DM can lift these restrictions to better suit the
attack, you regain one HemaSurge die.
campaign. The restrictions exist for Scadrial. It might not
apply to your DM’s setting.
Primal Burst
Beginning at 18th level, your weapon feels almost weightless.
True Koloss
If you take the Attack action on your turn and have advantage
When you choose this path at 5th level or when you receive
on an attack roll against a target, you can forgo the advantage
your fourth iron spike, you have become a true koloss. Your
for that roll to make an additional weapon attack against that
skin turns a pale blue and your height steadily increases. You
target, as part of the same action. You can do so no more than
gain proficiency with martial weapons and the Intimidation
once per turn.
skill.
Endless Growth
Extra Attack
When you reach 20th level, your body grows to a tremendous
Beginning at 5th level, you can attack twice, instead of once,
size. You gain the following benefits:
whenever you take the Attack action on your turn.
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Fighter Archetype
The world of Scadrial also includes a new subclass for the Metallic Training. When you make an Intelligence or
Fighter. Wisdom check to detect, track, or investigate a Metallic Art,
you can expend one superiority die to add it to the roll. You
Hazekiller can wait until after you roll the d20 to use this die, but
Because there is no traditional spell-based magic system, the before the DM says whether the roll succeeds or fails.
primary method for dispatching rogue Allomancers is hiring Weapons Training. When you hit a creature with a weapon
another Allomancer. If that proves too expensive, one could attack, you can expend one superiority die to add it to the
hire squads of well-trained fighters called Hazekillers who damage roll. If the attack causes the target to make a
specialize in the capture or extermination of Allomancers and Constitution saving throw to maintain concentration, you
Feruchemists. impose disadvantage on the save.
Hazekillers generally take their powerless status as a point
of pride. If they gained Allomantic or Feruchemical abilities, You gain another superiority die at 7th level and one more
they could be ostracized by their squadmates. at 15th level.
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Chapter 4: Multiclassing
The ancient historical texts of Scadrial do not have much to combined total of Focus or Key levels you have in the
say about the intermingling of Allomantic, Feruchemical, and appropriate subclass, but you do not gain any of the First
Hemalurgic powers. Much of this knowledge may have been Level Proficiencies listed.
purposely hidden away, over time, the mixing of the Metallic
Arts have become more common. The offspring of Allomantic
Multi-subclassing Example.
and Feruchemical ancestry can produce mysterious and
Vin is playing a 5th-level Allomancer with Tineye Focus,
powerful effects. Some combinations have yet to be explored, which grants her 5 Focus levels in tin. Their character later
for their discovery may change the fate of the world. encountered Hemalurgy and gained a level in the
The rules in this section should be followed in addition to Hemalurgist class for a total of 2 Hemalurgic Spikes. Vin
the normal multiclass rules described. chose a steel spike that has 2 Focus levels in Allomantic tin
and a pewter spike that has 2 Key levels in Feruchemical
Prerequisites iron. As a result, the character can use the 7th Focus level
To qualify for a new class, you must meet the ability score feature from the Tineye Focus (Heightened Senses) and the
prerequisites for both your current class and your new one, as 2nd Key level feature from the Skimmer Key (Lightweight).
shown in the Multiclassing Prerequisites table. However, the character does not gain any of the
proficiencies listed in the Skimmer Key’s First Level
Proficiencies feature (like Strength saving throws).
Multiclassing Prerequisites
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Appendix A: Foes and Monsters
The inhabitants of Scadrial are primarily human, but an
adventurer is far from safe. Collected here are notable
Coinshot Allomancer
creatures you might face on your journey, ranging from the Medium Middleweight humanoid (any race), any alignment
vicious chimera to the brutish koloss. Though Scadrial is
mostly free of monstrous creatures, you are welcome to add Armor Class: 15 (Toughened Leather)
Hit Points: 46 (7d8 + 14)
creatures from a typical Dungeons & Dragons setting or
Speed: 30 ft., fly 30 ft. but cannot hover
creatures based upon interpretations of Sanderson’s other
works, such as Voidbringers or Chasmfiends. STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 13 (+2) 11 (+0) 10 (+0)
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Lurcher Manipulator
Lurchers telekinetically pull on metals. Allomancer teams Rioters and Soothers both fall into a similar category of
usually recruit Lurchers for their ability to disarm targets of Allomancers who influence emotions to subtly control the
metal weapons and the protection they provide by pulling masses. Manipulators tend to stay behind the scenes, waging a
metal projectiles away from their intended targets. The most political war and nudging their targets into doing their
daring Lurchers perform iron flight without any means to bidding. They are sly, lazy, slick, and manipulative – getting
avoid a high speed collision. one on the right side can turn the tides of war.
Armor Class: 18 (Obsidian Mail, Lurcher’s Plate, Shield) Armor Class: 14 (Leather Armor)
Hit Points: 52 (8d8 + 14) Hit Points: 33 (6d8 + 6)
Speed: 30 ft., fly 30 ft. but cannot hover Speed: 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 11 (+0) 13 (+1) 10 (+0) 10 (+0) 13 (+1) 12 (+1) 11 (+0) 12 (+1) 15 (+2)
REACTIONS
Iron Curtain. Allomantic. When the Lurcher or a creature within 5
feet of the Lurcher is hit by a metal projectile, the Lurcher can use
a reaction to reduce the damage by 1d6.
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Pewterarm Smoker
Pewterarms are rarely seen as anything beyond brutes. Often Wherever Seekers go, Smokers counter them with a
found serving in the front lines of any battle, their coppercloud. This slow-burning metal conceals the presence
pewter-enhanced strength and healing power makes them of Allomancy. Their primary role is keeping their team safe
formidable foes. and making noise to disrupt Tineyes.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 10 (+0) 10 (+0) 12 (+1) 15 (+2) 11 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1)
Saving Throws: Str +6, Dex +4, Con +5 Saving Throws: Wis +4, Cha +3
Skills: Athletics +6, Intimidation +4 Skills: Insight +4
Senses: passive Perception 10 Senses: passive Perception 12
Languages: any one language (usually Common) Languages: any one language (usually Common)
Challenge: 4 (700 XP) Challenge: 1 (200 XP)
Pewter Burn. Allomantic. The Pewterarm deals 3 additional Coppercloud. Allomantic. Creatures who burn bronze cannot
weapon damage whenever it hits a creature with a melee detect the presence of Allomancy within 30 feet of the Smoker.
weapon attack (included in the attack).
ACTIONS
Pewter Recovery. Allomantic. The Pewterarm regains 7 hit points Multiattack. The Smoker makes two melee weapon attacks.
at the start of its turns.
Obsidian Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ACTIONS ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Multiattack. The Pewterarm makes three melee weapon attacks.
Shield Noise. The Smoker makes a loud noise, forcing Tineyes to
Stone Handaxe. Allomantic Melee Weapon Attack: +5 to hit, make a saving throw to resist overpowering stimuli.
reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.
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Timeshifter
Timepulser Allomancer Timeshifter is the colloquial name for Pulser and Slider
Medium Middleweight humanoid (any race), any alignment Allomancers, who have the ability to affect time around them.
They are extremely deadly on the right support team. Pulsers
Armor Class: 17 (Obsidian Mail, Shield)
Hit Points: 29 (5d8 + 5) can catch unaware enemies and bring them out of combat
Speed: 30 ft. while Sliders offer their allies a quick respite from dangerous
situations.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 14 (+2) 11 (+0) 10 (+0)
Tineye
Skills: Athletics +4, Religion +4 Tineyes serve primarily as scouts with their
Senses: passive Perception 10
Languages: any one language (usually Common) Allomantically-enhanced senses. They lead their team safely
Challenge: 1 (200 XP) through dangerous situations and protect them from hunters.
While in combat, they also burn tin to augment their aim.
ACTIONS
Stone Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage. Tineye Allomancer
Medium Middleweight humanoid (any race), any alignment
Time Pulse (Recharge 5-6). Allomantic. As a bonus action, the
Timepulser creates an impenetrable 10-foot radius sphere, which Armor Class: 14 (Toughened Leather)
requires concentration (as if concentrating on a spell) Hit Points: 34 (5d8 + 10)
A creature inside the sphere makes a DC 12 Dexterity saving Speed: 30 ft.
throw. On a failed save, the Timeshift and the creature skips its
turn on the following round. On a success, the creature can move STR DEX CON INT WIS CHA
up to half its speed outside the sphere. 11 (+0) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 12 (+1)
STR DEX CON INT WIS CHA Sensitive. The Tineye’s Allomancy requires concentration to
11 (+0) 14 (+2) 13 (+1) 14 (+2) 9 (-1) 12 (+1) maintain.
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Mistborn
Mistborn are a force of nature. Besides having unmatched
skills and a command of all Allomantic metals, their access to
atium makes them especially potent. Mistborn are both
excellent assassins and deadly soldiers. Legends tell of
Mistborn who single-handedly destroyed armies.
Noble Blooded. Mistborn are extremely rare descendants of
noble birth. A family lucky enough to welcome a Mistborn
into their house is capable of securing their political standing
for years to come. Enemies think twice before launching an
attack against a noble house with a personal assassin.
Mistborn Allomancer
Medium Middleweight humanoid (any race), any alignment ACTIONS
Multiattack. The Mistborn makes three melee weapon attacks or
Armor Class: 16 (Mistcloak) two ranged weapon attacks with the obsidian dagger.
Hit Points: 135 (18d8 + 64)
Speed: 40 ft., fly 60 ft. but cannot hover Coinshot. Allomantic Ranged Weapon Attack: +8 to hit, range
30/60 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
STR DEX CON INT WIS CHA
Obsidian Dagger. Allomantic Melee Weapon Attack: +8 to hit,
20 (+5) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)
reach 5 ft., one target. Hit: 10 (1d4 + 8) slashing damage.
Saving Throws: Str +9, Dex +6, Wis +6 Obsidian Dagger. Ranged Weapon Attack: +8 to hit, reach 5 ft.,
Skills: Athletics +9, Insight +6, Perception +6, Persuasion +7 one target. Hit: 6 (1d4 + 4) slashing damage.
Condition Immunities: charmed, exhaustion, frightened
Senses: Darkvision 30 ft., passive Perception 20 Atium Attack (1/Rest). As a bonus action, the Mistborn burns
Languages: any one language (usually Common) atium. Until the end of the Mistborn’s turn, all weapon attacks
Challenge: 10 (5,900 XP) are rolled with a d100. The Mistborn scores a critical hit on a roll
of 2-100, missing on a roll of 1.
Atium Resistance (3/Day). Allomantic. If the Mistborn fails a
saving throw, it can choose to succeed instead. Fear. Allomantic. As an action, the Mistborn forces up to three
creatures it can see within 30 feet to make a DC 15 Wisdom
Coppercloud. Allomantic. Creatures who burn bronze cannot saving throw. On a failed save, the creature is frightened for 1
detect the presence of Allomancy within 30 feet of the Mistborn. minute and can repeat the save at the end of its turns.
Metalsense. The Lurcher can sense the presence of metal within LEGENDARY ACTIONS
30 feet while it has metal ingested. The Mistborn can take 3 legendary actions. Only one legendary
action option can be used at a time, and only at the end of
Mistcloak. The Mistborn has advantage on Stealth (Dexterity) another creature's turn. The Mistborn regains spent legendary
checks in lightly obscured conditions. actions at the start of its turn.
Pewter Burn. Allomantic. The Mistborn deals 4 additional Coinshot. Allomantic. The Mistborn makes a Coinshot attack.
weapon damage whenever it hits a creature with a melee
weapon attack (included in the attack). Metalflight. Allomantic. The Mistborn scatters coins and pushes
away. Each creature within 10 ft. of the Mistborn must succeed
Pewter Recovery. Allomantic. The Mistborn regains 8 hit points at on a DC 17 Dexterity saving throw or take 12 (2d6 + 5)
the start of its turns. bludgeoning damage and be knocked prone. The Mistborn can
then fly up to half its flying speed.
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Chimera Hazekiller
Hemalurgic chimeras are twisted creatures that were once Hazekillers are specialized warriors trained to fight and kill
human, but changed into beasts through Hemalurgy. Chimeras Allomancers. Unlike Allomancer teams, who are primarily
were impaled by a single Hemalurgic spike of an unknown noble-blooded and are expensive to hire, Hazekillers have no
metal, which altered their physical forms but didn't make them special powers. They must rely on their overwhelming
susceptible to the control of Shards or emotional Allomancy. numbers and intensive training to defeat their targets. Later
Stories of monstrous beasts can be traced back to these developments in technology allowed Hazekillers to obtain
chimeras, who are often forcefully created as a guard force. special weapons designed to combat and neutralize
Twisted Abominations. C himera have canine forms with Allomancers.
long spindly limbs that bend the wrong way at the joints. A No Metal. Hazekillers pride themselves in finding success
distorted fanged mouth opens wide below two pure black without using the nobility’s Allomancy. They carry no metals
eyes. Any trace of their humanity has since been lost through on them and most notably use duelling canes and shields to
the Hemalurgic process. deflect projectiles. They form tight teams and are willing to
die for their cause.
Preparation is Key. Hazekillers rely on carefully planned
Chimera
Medium Lightweight monstrosity, unaligned attacks to defeat Allomancers. Some Hazekillers craft
specialized bolts or rounds that neutralize Allomantic abilities.
Armor Class: 13 (Natural Armor) The most elite of Hazekillers carry aluminum ammunition,
Hit Points: 26 (4d8 + 8)
which is immune to most forms of the Metallic Arts.
Speed: 40 ft., climb 30 ft.
Skills: Perception +3
Senses: Darkvision 60 ft., passive Perception 11 Armor Class: 16 (Toughened Leather, Shield)
Languages: Understands the language it knew when it was Hit Points: 26 (4d8 + 8)
human, but does not speak Speed: 30 ft.
Challenge: 1/2 (100 XP)
STR DEX CON INT WIS CHA
Keen Hearing and Smell. The chimera has advantage on Wisdom 13 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 11 (+0)
(Perception) checks that rely on hearing or smell.
Senses: passive Perception 11
Pack Tactics. The chimera has advantage on an attack roll against Languages: any one language (usually Common)
a creature if at least one of the chimera’s allies is within 5 ft. of Challenge: 1/2 (100 XP)
the creature and the ally isn't incapacitated.
ACTIONS
ACTIONS Multiattack. The Hazekiller uses Shield Noise. Then it makes two
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: weapon attacks.
7 (1d8 + 3) piercing damage.
Dueling Cane. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. target. Hit: 6 (1d8 + 2) bludgeoning damage.
Hit: 8 (2d4 + 3) slashing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.
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Hazekiller Elite Hazekiller Assassin
Medium Middleweight humanoid (any race), any alignment Medium Middleweight humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+3) 16 (+3) 10 (+0) 12 (+1) 11 (+0) 16 (+3) 18 (+4) 16 (+3) 10 (+0) 14 (+2) 11 (+0)
Senses: passive Perception 11 Saving Throws: Str +5, Dex +6, Wis +4
Languages: any one language (usually Common) Skills: Athletics +5, Intimidation +2, Perception +4
Challenge: 1 (200 XP) Senses: passive Perception 14
Languages: any one language (usually Common)
Hazekiller Ammunition. When the Hazekiller Elite hits a creature Challenge: 4 (1,100 XP)
with a ranged weapon attack, it can use special ammunition to
impose one of the following effects : Hazekiller Ammunition. When the Hazekiller Hunter hits a
creature with a ranged weapon attack, it can use special
● Boomer. The ammunition makes a loud noise. If it hits a ammunition to impose one of the following effects :
Tineye, the Tineye makes a Constitution saving throw at
disadvantage to maintain concentration. ● Aluminum. This ammunition cannot be affected by Coinshots
● Ceramic. The ammunition has no metal and cannot be or Lurchers, and lodges in a target’s body. Creatures hit with
affected by Coinshots or Lurchers. this bolt cannot gain any hit points or temporary hit points
using Allomancy or Feruchemy, until a creature uses an action
ACTIONS to remove the ammunition.
Multiattack. The Hazekiller Elite makes two melee attacks. ● Boomer. The ammunition makes a loud noise. If it hits a
Tineye, the Tineye makes a Constitution saving throw at
Dueling Cane. Melee Weapon Attack: +5 to hit, reach 5 ft., one disadvantage to maintain concentration.
target. Hit: 7 (1d8 + 3) bludgeoning damage. ● Ceramic. The ammunition has no metal and cannot be
affected by Coinshots or Lurchers.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320
ft., one target. Hit: 6 (1d6 + 3) piercing damage. ACTIONS
Multiattack. The Hazekiller Hunter makes two attacks.
Scatter Bolt (3/Rest). Each creature in a 30-foot cone must
succeed on a DC 13 Dexterity saving throw or take 7 (2d6) Aluminum Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft.,
piercing damage. one target. Hit: 8 (1d8 + 4) piercing damage.
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Kandra
Kandra
The kandra are an artificial race of shapeshifters originally Medium Middleweight humanoid (shapechanger), Lawful neutral
created as spies for the Lord Ruler. Their ability to perfectly
mimic other bodies made them extremely rare and especially Armor Class: 8
sought-after. Hit Points: 22 (4d8 + 4)
Speed: 30 ft.
Blessed Kind. Unlike the Terrisfolk that became
mistwraiths, the Terris Worldbringers were granted sentience STR DEX CON INT WIS CHA
via Hemalurgy. Kandra who receive additional blessings even 10 (+0) 6 (-2) 13 (+1) 12 (+1) 15 (+2) 17 (+3)
gain the power to use Allomancy or Feruchemy.
Skills: Deception +5, Insight +4, Performance +5
Isolated Society. Kandra are rarely found outside their Senses: passive Perception 8
homeland and emerge only to take Contracts. Very few people Languages: Common and any learned languages, but cannot
had the money to open these contracts, making kandra almost speak unless it assumes a form
mythical in nature. Kandra remain in the shadows and draw Challenge: 2 (450 XP)
little attention to themselves. Emotional Resistance. The kandra has advantage on saving
Many Bodies. The kandra have the ability to shapeshift by throws to resist being controlled through Allomancy.
devouring the bodies of a creature they have digested. This
Hemalurgic Creation. The kandra is susceptible to being
process can take from hours to even days and requires the
controlled by brass and zinc Allomancy.
kandra to carefully place bones, fur, and hair stolen from the
digested creature. Without bones, the kandra is an amorphous Mist Body. The kandra cannot be killed through normal means.
mass, unable to speak or move very well. When the kandra is reduced to zero hit points, the kandra
becomes unconscious and its bones break.
Unmatched Mimicry. Due to their shapeshifting nature,
kandra excel at mimicry and disguise. The best of them are Shapechanger. The kandra devours a dead body of size Medium
nearly indistinguishable from their originals, which makes or smaller over the course of an hour. While concentrating for an
hour, the kandra can use the body’s bones, nails, and hair to
them excellent spies.
transform into an exact physical duplicate of the creature. The
creature cannot have a CR higher than the kandra. The
equipment is not altered. The kandra assumes the Armor Class,
Strength, Dexterity, Constitution, and Charisma scores of the
creature as well as the creature’s speed, attacks, saving throws
and special senses. The kandra retains its original attacks and the
ability to speak.
ACTIONS
Pseudopod. Melee Weapon Attack: +2 to hit, reach 0 ft., one
target. Hit: 2 (1d4) bludgeoning damage.
REACTIONS
s a reaction, the kandra can reduce the damage of a
Reform. A
weapon attack by 3 (1d6).
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Koloss
Kandra
The koloss are large and savage beasts Hemalurgically created Medium Heavyweight humanoid, chaotic evil
from humans, initially created to serve in the Lord Ruler’s
army. They generally look like larger humans with bulging Armor Class: 13 (Natural Armor)
muscular frames and thick necks, though the Hemalurgic Hit Points: 51 (6d10 + 18)
Speed: 30 ft.
process has turned their skin granite blue and their eyes red.
Koloss continue to grow throughout their life – the older the STR DEX CON INT WIS CHA
koloss, the larger it is. Young koloss have loose, baggy skin 19 (+4) 12 (+1) 16 (+3) 7 (-2) 7 (-2) 6 (-2)
that is filled, stretched, and torn by their bodies as they reach
Saving Throws: Str +6, Con +5
maturity. Skills: Athletics +6
Uncontrollable Fighting. The koloss are cultivated solely Senses: Passive Perception 8
for violence. They are said to have two emotional states: Languages: Common
boredom and rage. Without something to fight, they easily Challenge: 2 (450 XP)
turn to in-fighting, often on a whim to obtain something the Aggressive. As a bonus action, the koloss can move up to its
other koloss owns such as larger koloss swords or new spikes speed toward a hostile creature that it can see.
from the corpses of the defeated.
Hemalurgic Creation. The kandra is susceptible to being
Burgeoning Culture. T he koloss are not mindless – merely
controlled by brass and zinc Allomancy.
simple and straightforward. The decaying power of their
Hemalurgic spikes eventually returned to them their human ACTIONS
intelligence. After gaining independence, koloss began to form Koloss Sword. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 14 (3d6 + 4) bludgeoning damage.
herds isolated from human society. Gifted with the ability to
reproduce, the koloss fight less often and can create Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
long-lasting families, living long lives. Those who survive range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
long enough become the grand Koloss Ancients.
Sword Sweep (Recharge 5-6). The koloss swings its koloss sword
in an arc. Each creature within 10 feet makes a DC 15 Dexterity
saving throw, taking 3d10 bludgeoning damage on a failed save
or half as much on a successful one.
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Mistwraith
Koloss Ancient
Huge Superweight humanoid, any alignment
The mistwraith are a species of creatures created by the Lord
Ruler during the first Ascension. They were originally Terris
Armor Class: 16 (Leather Armor) Feruchemists, transformed into mindless beasts when the Lord
Hit Points: 161 (14d12 + 70) Ruler deemed them a threat. A typical mistwraith looks like an
Speed: 30 ft.
amalgamation of the bodies it has devoured.
STR DEX CON INT WIS CHA Shapeless, Keyless. Mistwraiths have no definite forms or
27 (+8) 13 (+1) 20 (+5) 5 (-3) 10 (+0) 4 (-3) sentience. Unlike their more developed kandra cousins, the
mistwraiths have amorphous translucent bodies that display
Saving Throws: Str +12, Dex +5, Con +9
Skills: Athletics +12, Insight +4, Perception +4 various bones and organs inside. They are relatively harmless
Senses: Darkvision 30 Ft., Passive Perception 14 and tend to only devour dead bodies, which are used to
Languages: Common, one Ancient or Forgotten language construct imperfect bodies.
Challenge: 12 (8,400 XP) Wandering in Shadow. Mistwraiths wander the planet in
Emotional Resistance. The koloss has advantage on saving throws search of food, constantly shifting and imitating creatures that
to resist being controlled through Allomancy. still live, only a shadow of what they used to be. They only
attack when provoked, preferring to remain in the mists that
Hemalurgic Creation. The kandra is susceptible to being
give them their name.
controlled by brass and zinc Allomancy.
Sure-Footed. The koloss has advantage on Strength and Dexterity Armor Class: 8
saving throws made against effects that would knock it prone. Hit Points: 22 (4d8 + 4)
Speed: 20 ft., climb 10 ft.
ACTIONS
Multiattack. The Koloss Ancient makes two attacks with its fist or STR DEX CON INT WIS CHA
koloss sword. 15 (+2) 6 (-2) 13 (+1) 2 (-4) 6 (-2) 1 (-5)
Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: Damage Resistance: slashing
17 (2d8 + 8) bludgeoning damage. Senses: Blindsight 60 Ft. (blind beyond this radius), passive
Perception 8
Koloss Sword. Melee Weapon Attack: +12 to hit, reach 10 ft., one Challenge: 1/8 (50 XP)
target. Hit: 21 (4d6 + 8) bludgeoning damage. If the target is a
Large or smaller creature, it must succeed on a DC 20 Strength Amorphous. The mistwraith can move through a space as narrow
check or be knocked prone. as 1 foot wide without squeezing.
Crush. Melee Weapon Attack: +12 to hit, reach 5 ft., one large or Mist Body. When the mistwraith is reduced to zero hit points, it
smaller creature. Hit: 17 (2d8 + 8) bludgeoning damage. The becomes a shapeless blob for 7 days before it reforms.
target is grappled (escape DC 20) if the koloss isn't already
grappling a creature, and the target is restrained until this grapple Shapeless. The mistwraith can devour a dead body over the
ends. A grappled creature can try to escape by taking an action to course of an hour and incorporates body parts like bones, nails,
make a DC 20 Strength check. and hair into its translucent body.
While grappling the target, the koloss can use a bonus action to
crush or slam the target, dealing 9 (2d8) bludgeoning damage. Translucent Body. When the mistwraith is in lightly obscured
When the koloss moves, the grappled target moves with it. conditions such as dim light or mist, it takes a successful DC 15
Wisdom (Perception) check to spot a mistwraith that has neither
Sword Sweep (Recharge 5-6). T he koloss swings its koloss sword moved nor attacked.
in an arc. Each creature within 10 feet makes a DC 20 Dexterity
saving throw. It takes 4d10 bludgeoning damage on a failed save ACTIONS
or half as much on a successful one. Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 86
Steel Inquisitor
The Steels Inquisitors are Hemalurgic creatures created and
controlled by the Lord Ruler as his empire’s enforcers. They
are easily recognized for their terrifying visage: two steel
spikes driven through their eye sockets and out the back of
their heads.
Ministry of Fear. The Steel Inquisitors strike fear into the
hearts of all who see them. Their undead appearance and near
invincibility further spread rumors and terror to the populace
they control. Citizens are quick to keep their heads down, for
Inquisitors can be found flying through the city on patrol on
Metalpushes, observing the city with blank eyes.
STR DEX CON INT WIS CHA Blood Binding (Recharge 5-6). A creature within 10 feet of the
22 (+6) 16 (+4) 18 (+4) 11 (+0) 16 (+3) 14 (+2) Inquisitor must succeed on a DC 19 Constitution saving throw or
be paralyzed for 1 minute. The creature can repeat the save at
Saving Throws: Dex +9, Con +9, Wis +8 the end of its turns.
Skills: Athletics +11, Insight +8, Intimidation +7, Perception +8
Damage Resistances: poison Coin Sniper. ( Recharge 5-6) A
llomantic. The Inquisitor shoots
Condition Immunities: blinded, charmed, exhaustion, frightened, coins in a line 60 feet long and 5 feet wide. Each creature in the
poisoned line must make a DC 19 Dexterity saving throw, taking 55 (10d10)
Senses: Blindsight 120 ft., passive Perception 17 piercing damage on a success and half damage on a failure.
Languages: any two language (usually Common)
Challenge: 16 (15,000 XP) Frightful Presence. Each creature of the Inquisitor's choice within
120 feet and aware of it must succeed on a DC 15 Wisdom saving
Bloodmaker. Feruchemical. The Inquisitor regains 8 hit points at throw or become frightened for 1 minute. A creature can repeat
the start of its turns. the saving throw at the end of each of its turns, ending the effect
on itself on a success. If a creature's saving throw is successful or
Coppercloud. Allomantic. Creatures who burn bronze cannot the effect ends for it, the creature is immune to the Inquisitor's
detect the presence of Allomancy within 30 feet of the Inquisitor. Frightful Presence for the next 24 hours.
Pewter Flare. Allomantic. The Inquisitor deals 8 additional Handaxe. The Inquisitor makes an Obsidian Handaxe attack.
weapon damage whenever it hits a creature with a melee
weapon attack (included in the attack). Metalflight. Allomantic. The Inquisitor scatters coins and pushes
away. Each creature within 10 ft. of the Inquisitor must succeed
Superior Metalsense. The Inquisitor can sense the presence of all on a DC 19 Dexterity saving throw or take 20 (4d6 + 6)
metal within 60 feet. bludgeoning damage and be knocked prone. The Mistborn can
then fly up to half its flying speed.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 87
Twinborn
Blinker
A descendant of an Allomancer and Feruchemist may inherit Medium Middleweight (any race), any alignment
one power from each Metallic Art. Though rare, Twinborn
have access to very dangerous combinations and should not be Armor Class: 15 (Leather Armor)
taken lightly. Hit Points: 78 (12d8 + 24)
Speed: 80 ft.
Two Worlds. Twinborn find themselves belonging with
neither the Allomancers of nobility nor the Feruchemists who STR DEX CON INT WIS CHA
live simply. Some Twinborn take yearly journeys to their 12 (+1) 16 (+4) 14 (+2) 12 (+1) 9 (-1) 10 (+0)
other homes to visit their elders and ancestors to reconnect
Skills: Acrobatics +7, Sleight of Hand +7, Stealth +10
with their past. Twinborn often lead diverse lives at a variety Senses: passive Perception 9
of stations. Languages: any one language (usually Common)
winborn have a unique ability to
Endless Possibility. T Challenge: 5 (1,800 XP)
combine Allomantic and Feruchemical powers. Some
Nimble. The Blinker can attempt to Hide as a bonus action.
combinations can potentially make them deadlier than a
Mistborn or Keeper. This unexpected interaction of abilities, Temporally Agile. Allomantic. The Blinker uses brief teleports to
especially in the case of compounding, produce extremely move and does not provoke attacks of opportunity.
powerful results that can level a city.
ACTIONS
Multiattack. The Blinker makes two melee attacks.
Blinker
Obsidian Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Blinkers possess bendalloy Allomancy and steel Feruchemy one target. Hit: 7 (1d6 + 4) slashing damage.
powers, both of which allow them to move extremely fast.
When Blinkers combine these powers, they can literally Blink. Allomantic and Feruchemical. The Blinker teleports up to
teleport large distances and take down enemies before they 40 feet to an unoccupied location it can see.
can be seen. Flurry Attack. Feruchemical. The Blinker makes 1 attack for every
30 feet of movement it has remaining, then ends its turn.
Crasher
Slide Charge. ( Recharge 5-6) Allomantic and Feruchemical. The
Crashers possess steel Allomancy and iron Feruchemy. They Blinker moves up to its speed and makes one melee attack
can augment their Metalpushes by increasing their weight as against each creature within 5 feet of its path.
an anchor or decreasing their weight to launch themselves
Time Pulse (Recharge 5-6). Allomantic. As a bonus action, the
further with Steelflight. Crashers are free and independent, Blinker creates an impenetrable 5-foot radius sphere, which
preferring to choose their own destinies. requires concentration (as if concentrating on a spell)
A creature inside the sphere makes a DC 12 Dexterity saving
Deadshot throw. On a failed save, the Blinker and the creature take a turn
on an extra combat round. On a success, the creature can move
Deadshots possess tin Allomancy and zinc Feruchemy. Using up to its speed outside the sphere.
zinc to comprehend their heightened senses, they gain ample
REACTIONS
aim and fire on their targets with superhuman accuracy. They Projectile Shield. Allomantic. If the Blinker is the target of a
pride themselves on never missing a shot and are lauded as ranged weapon attack it can see, it can impose disadvantage on
expert assassins. Deadshots are entirely capable of taking out the attack roll.
an entire team from a distance.
Juggernaut
Hundredlives Juggernauts possess pewter Allomancy and iron Feruchemy.
Gold Compounders are extremely rare because they possess Juggernauts use their pewter-augmented physicality to lift
gold Allomancy and Feruchemy. This lucky combination arms that can weigh literal tons and crush their foes. Their
renders Hundredlives nearly immortal, thanks to their ability ability to barrel through any wall makes them especially
to amplify their healing factor. When hurt, Hundredlives can reckless and dangerous.
heal almost immediately, and they are keen to shrug off mortal
wounds in full view of their enemies. A favorite tactic of
Hundredlives is detonating bombs or springing traps with their
enemies, then walking away unharmed.
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Crasher Deadshot
Medium Middleweight (any race), any alignment Medium Middleweight (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+4) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 13 (+1) 11 (+0) 14 (+3) 13 (+1) 16 (+4) 14 (+3) 10 (+0)
Skills: Athletics +7, Acrobatics +6, Stealth +6 Saving Throws: Int +7, Wis +5
Senses: passive Perception 12 Skills: Insight +6, Investigation +7, Perception +9
Languages: any one language (usually Common) Senses: passive Perception 19
Challenge: 5 (1,800 XP) Languages: any one language (usually Common)
Challenge: 7 (2,900 XP)
Metalsense. The Crasher can sense the presence of metal within
30 feet while it has metal ingested. Keen Hearing and Sight. The Deadshot has advantage on Wisdom
(Perception) checks that rely on hearing or sight.
Sure-Footed. The Crasher has advantage on Strength and
Dexterity saving throws made against effects that would knock it Hunter Stance. The Deadshot can make opportunity attacks even
prone. if creatures leaving its reach took the Disengage action.
Slowfall. Allomantic. If the Crasher is falling, it can take no fall Uncanny Dodge. Feruchemical. The Deadshot can use its reaction
damage. to halve the damage it takes from an attack it can see.
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Hundredlives Juggernaut
Medium Middleweight (any race), any alignment Medium Middleweight (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+4) 12 (+1) 10 (+0) 15 (+2) 20 (+5) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 12 (+1)
Saving Throws: Str +4, Dex +6, Con +8 Saving Throws: Str +8, Dex +5
Condition Immunities: blinded, deafened, exhaustion, Skills: Athletics +8, Acrobatics +5, Intimidation +4
frightened, incapacitated, paralyzed, petrified, poisoned, Condition Immunities: prone, restrained
unconscious Senses: passive Perception 10
Senses: passive Perception 10 Languages: any one language (usually Common)
Languages: any one language (usually Common) Challenge: 7 (2,900 XP)
Challenge: 12 (8,400 XP)
Pewter Burn. Allomantic. The Juggernaut deals 4 additional
Enhanced Body. Allomantic. The Hundredlives deals two extra weapon damage whenever it hits a creature with a melee
damage dice on its attacks (included in the attack) weapon attack (included in the attack).
Gold Compounding. Allomantic. At the start of its turns, the Pewter Recovery. Allomantic. The Juggernaut regains 8 hit points
Hundredlives regains 30 hit points. at the start of its turns.
Perfect Physique. Allomantic. The Hundredlives has advantage on Unstoppable. The Juggernaut cannot be slowed by any means.
Strength and Dexterity checks.
ACTIONS
ACTIONS Multiattack. The Juggernaut makes three attacks.
Multiattack. The Hundredlives makes two attacks.
Iron Fist. Feruchemical Melee Weapon Attack: +8 to hit, reach 5
Dueling Cane. Melee Weapon Attack: +8 to hit, reach 5 ft., one ft., one target. Hit: 15 (1d12 + 9) bludgeoning damage and the
target. Hit: 17 (3d8 + 4) bludgeoning damage. target must succeed on a DC 16 Constitution saving throw or be
knocked prone.
Aluminum Heavy Crossbow. Ranged Weapon Attack: +6 to hit,
range 100/400 ft., one target. Hit: 18 (3d10 + 2) piercing damage. Javelin. Allomantic Ranged Attack: +8 to hit, range 30/120 ft.,
one target. Hit: 8 (1d6 + 5) piercing damage.
Adrenaline Rush. The Hundredlives moves up to its speed and
makes a Dueling Cane attack. Charge (Recharge 5-6). Allomantic and Feruchemical. The
Juggernaut charges up to its speed in a straight line. Each
Dynamite (Recharge 5-6). The Hundredlives detonates a bomb creature in the line must make a DC 15 Dexterity saving throw,
with no regard for safety. Each creature within 30 feet of the taking 21 (6d8) bludgeoning damage on a failure or half as much
Hundredlives must make a Dexterity saving throw. On a failed on a success. The Juggernaut also breaks through any solid
save, each creature takes 56 (16d6) force damage and is pushed material up to 5 feet of wood, 3 feet of stone, or 1 foot of metal.
15 feet. On a success, each creature takes half as much on a
success. The Hundredlives automatically succeeds on the save. Ground Smash. Allomantic and Feruchemical. The Juggernaut
smashes the ground with both fists and all ground within 15 feet
of the Juggernaut becomes difficult terrain. Each creature in this
area must succeed on a DC 15 Dexterity saving throw or be
knocked prone.
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Appendix B: Scadrial Items
This section provides a list of items relevant to Scadrial. This Aluminum Weapons
includes metals, metal vials, non-metal versions of traditional Weapons made of this rare metal cannot be affected by the
weapons, and their relative costs. metalpulls and metalpushes of other Allomancers. Any
weapon made of this rare weapon will be lighter and more
Non-Metal Weapons flexible, yet equally strong. If aluminum pierces the body of a
Special non-metallic weaponry is required for those who pewter Allomancer or gold Feruchemist, it can also prevent
frequently interact with the Metallic Arts. Allomancers and them from healing. You can forge a weapon out of aluminum
Hazekillers favor them for general use and as countermeasures by spending 10 times the listed weapon cost. This cost
against Allomancers who can telekinetically move metal. The represents not only the price of aluminum, but the time and
Non-Metal Weapons table shows some common weapons, expertise needed to shape this rare metal effectively.
their price, and weight. Most of the listed weapons have an
analogue in traditional D&D and share those same properties.
Hazekiller Ammunition
Adventurers without abilities may invest in special
Dueling Cane. The Dueling Cane is the favored weapon for
ammunition designed to counter Allomancy and Feruchemy.
the nobility because it serves function and style. It is crafted
Each one deals normal ammunition damage on a hit and
from a tough, but flexible composite wood. It is a martial
produces a secondary effect. Depending on the time period or
melee weapon with the Finesse property and deals 1d8
weapon of choice, this ammunition may be known as
bludgeoning damage.
Hazekiller Bolts or Hazekiller Rounds. The more common
Oaken Crossbow. Oaken crossbows are versions of
ones are listed in the Hazekiller Ammunition Table below
traditional crossbows crafted without metal that fire wooden
with their cost and weight.
bolts. They are lighter, but easier to break.
Stone and Obsidian. Stone is an acceptable replacement for
hacking weapons, but the expensive obsidian works best for Hazekiller Ammunition
weapons with thin, slicing edges. While stone and obsidian are
Bolt or Round Cost Weight
great replacements for metal weaponry, it is difficult to find
sufficiently strong, but cheap material to reproduce longer Aluminum 25 gp 1/4 lb.
bladed weapons such as longswords and rapiers.
Boomer 5 gp 1/4 lb.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 91
Powder packed. This ammunition includes an exploding Ceramic Half Plate. This armor is like a typical half plate,
pack of metal powder. On a hit, it explodes in a 10-foot radius but made of carefully fired ceramic that can withstand
metallic cloud that disrupts the Metalsense of creatures inside immense pressure and forces. The trade-off is the rare
it, preventing Lurchers or Coinshots from metalpulling or possibility the plate shatters from an impact at just the right
metalpushing objects outside the cloud. The cloud lasts until angle.
the start of your next turn.
Scatter. This type of ammunition scatters into multiple Heavy Armor
metal pieces to cover a wider area and make it impossible to Using a combination of tough materials, this group of heavy
fully metalpush or metalpull. Instead of an attack roll, each armors can provide the same amount of protection as their
creature in a 30-foot cone must make a DC 15 Dexterity metal analogues at the cost of higher price and weight.
saving throw to avoid taking normal ammunition damage. Obsidian Mail. Made of pieces of obsidian stone embedded
Shrapnel. This ammunition is designed to counter Lurchers. into interlocking leather rings, this armor is designed to absorb
When a Lurcher pulls on this projectile, it explodes in a swarm the impact from heavy blows. A set of obsidian-plated gloves
of sharp metal and automatically deals ammunition damage to are also included.
the Lurcher. Rattan Splint. This armor is made of narrow vertical strips
of rattan tightly bound to a backing of leather that is worn over
Non-Metal Armor cloth padding. Pieces of bamboo provide protection over the
joints and vital areas.
Specialized armors can be made of strongly reinforced straps
Ceramic Plate. Like the full plate, this armor provides
of leathers, interweaved cloth, obsidian, or ceramic to prevent
gauntlets, leathered boots, and a visor made of smooth fired
Allomancers from affecting them. This armor is generally
ceramic. Though it is extremely costly, the ceramic offers
more expensive and requires expert artisans or rare materials
unrivaled protection like its traditional analogue.
to craft. The Non-Metal Armor Table lists armor with their
cost and weight. Their statistics are shared with the analogues
from traditional D&D. Non-Metal Armor
Lurcher Plate. This armor consists of a piece of reinforced
Armor Analogue Cost Weight
leather strapped to the chest so Lurcher Allomancers can
harmlessly direct metal projectiles into the plate. Only Toughened leather Studded leather 40 gp 12 lb.
Lurchers have the proficiency to wear this effectively.
Interweave vest Chain shirt 70 gp 15 lb.
Light Armor Ballistic vest Scale mail 100 gp 30 lb.
Most light armor is made of non-metal leather or padding. The
toughened leather armor is provided as an alternative to Bamboo plate Breastplate 500 gp 15 lb.
studded leather, which may have metal in it.
Ceramic half plate Half plate 1,000 gp 50 lb.
Toughened Leather. Like studded leather, this armor is
sewn with reinforced sections of hardened leather. Obsidian mail Chain mail 150 gp 55 lb.
Most medium armor is crafted from lighter materials to allow Ceramic plate Plate armor 2,000 gp 70 lb.
some movement for its wearer.
Interweave Vest. This armor is made of multiple oiled and Lurcher Plate - 100 gp 10 lb.
interwoven linen layers. The oils provide tensile and tactile
strength for the linen, whose multiple layers offer modest
resistance against projectiles.
his armor combines the mobility of oiled
Ballistic Vest. T
linen layers and durability of hardened leather to create a vest
that strategically protects vital areas from harm. This armor is
favored by many Hazekillers who seek to protect themselves
from projectiles.
Bamboo Plate. Made of dried, oiled bamboo worn over
supple leather, this armor provides larger coverage area for the
vital organs while remaining relatively unencumbered.
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Metals
Metal Ores
Metal is an important resource on Scadrial. In addition to
currency, specially-crafted metals serve as the conduit and fuel Type Cost Weight
for Allomancers, Feruchemists, and Hemalurgists alike.
Aluminum 35 gp 1/4 lb.
Metal Ores Bendalloy 5 gp 1/4 lb.
Ores are large rocky chunks of metal used in metallurgy. If
you are proficient with metallurgist’s tools, you can use them Brass 2 gp 1/4 lb.
to craft charges or other metal creations. The Metal Ores table
Bronze 2 gp 1/4 lb.
shows the relative cost and weight for each type of metal.
Extremely rare metals like atium do not have a cost and the Cadmium 5 gp 1/4 lb.
DM can choose to distribute them.
Chromium 10 gp 1/4 lb.
Allomantic Charges Copper 1 gp 1/4 lb.
Provided you are proficient, you can craft charges for use
Allomancy from the ores as described in the Metallurgy Duralumin 50 gp 1/4 lb.
section (refer to Chapter 1: Running a Game). When you craft
Electrum 20 gp 1/4 lb.
a charge, you are generally distilling the metal from the rock
and purifying them into small flakes. The ore is then Gold 10 gp 1/4 lb.
consumed and cannot be used again.
Iron 1 gp 1/4 lb.
Feruchemical Metalminds
Nicrosil 20 gp 1/4 lb.
Metalminds are generally large blocks of pure metal shaped
into a bracer. Each metalmind requires a minimum of sixteen Pewter 1 gp 1/4 lb.
ores’ worth of metal to produce, so the cost of each metalmind
is therefore 16 times the metal ore’s cost. Though metalmind Steel 2 gp 1/4 lb.
bracers are generally crafted on request by experienced Tin 1 gp 1/4 lb.
blacksmiths, the DM can choose to allow players to craft them
using the appropriate tools. Zinc 1 gp 1/4 lb.
As normal, Feruchemists otherwise cannot use more than
one of the same metalmind at a time.
Hemalurgic Spikes
Hemalurgic spikes are never sold in stores because of their
gruesome nature, though a metal spike with the correct metal
purity may occasionally be found. If the DM allows it, you or
a willing blacksmith NPC may craft a Hemalurgic spike out of
a minimum of 50 metal ores. You must be proficient with
metallurgist’s tools to craft this spike.
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Allomantic Vials Special Items
Specialized vials are primarily used in Allomancy for storing
There are special items unique to the Scadrial setting that
charges. Each vial can be bought empty or with metal charges
expands on the established rules. These items can be provided
from a metallurgist’s shop. The Vials table provides a cost for
at the DM’s discretion, who should carefully note the
the empty vials and its weight when filled.
suitability of the item to the setting’s period. For example,
In general, the cost of the vial is equal to the amount of
unkeyed metalminds were introduced in the second era of
metal ores required to craft the charges. The Allomantic Vials
Mistborn and more closely match the Industrial Era’s style. In
Table shows the costs for a vial of Allomantic charges.
a different and similar vein, more advanced weapons like
pistols would properly service the Industrial Era, but may
Vials cause issues with a Lurcher’s ability to properly deflect
projectiles.
Vial Cost Weight when filled
Bronze 5 gp 10 gp 20 gp When you make an Intimidation check, you can slam the
sword into the ground to gain advantage on the roll. You can
Cadmium 10 gp 20 gp 45 gp use this feature again when you finish a short or long rest.
Chromium 20 gp 40 gp 85 gp
Unsealed Metalmind
Copper 2 gp 5 gp 10 gp Wondrous item, legendary
This special metalmind contains a number of Feruchemical
Duralumin 100 gp 200 gp 400 gp
charges of any combination of types (at the DM’s discretion)
Electrum 40 gp 75 gp 150 gp that anyone can access. A creature holding this metalmind can
use the Feruchemy feature to gain the benefits of the stored
Gold 20 gp 40 gp 85 gp charges as detailed in the appropriate Feruchemical Key
section.
Iron 2 gp 5 gp 10 gp
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Appendix C: References
This section provides additional references for Scadrial.
PHYSICAL COGNITIVE
SPIRITUAL HYBRID
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