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THE MISTBORN

A 5E ALLOMANCER CLASS
Mistborn by /u/Leuku

T
he young halfling's mistcloak flutters quietly it
the breeze as she looms a half dozen stories
over the city street. Suddenly, she launches
into the sky, like a thrown pebble, over the
moonlit guards that patrol below. As she
begins to fall, she drops a metal coin to the
ground, causing her to rocket back into the air
high over the castle wall. A guard picks up the coin, and then
looks up. A person? Naw. Impossible. He pockets the coin,
mumbling about his good luck.
The commander gives a frustrated cry to seize the half-orc
on the bridge. Her soldiers inch nervously onto the bridge at
both ends. Surrounded, the half-orc spits before raising up
both of his arms. The soldiers flinch, and then are flung
backward as if pushed by some invisible force. The
commander watches helplessly as a dozen soldiers plummet
off the bridge.
"Rise up! The time is now!", the rebel leader says atop his
soap box. A listless crowd stands about him, never growing
to more than a dozen. Among them stands a heavily tattooed
man. A few start to raise their hands, muttering about high
taxes, but then stop as they feel their anger subside. Wearing
the slightest smile the tattooed man watches them go,
thinking to himself, "There will be no rebellion this day."
Mistborn use Allomancy, the art of pushing and pulling on
oneself, metals, and other creatures. By drawing on power
from within themselves, or "the mists" so people say, they
can enhance their strength and reflexes to superhuman
levels, push and pull on metals as if with powerful magnetic
force, and even manipulate the emotions of other creatures.
Awakening
All mistborn awaken to their allomantic powers after near-
death experiences, most commonly through severe physical
trauma. Some awaken as a result of an accident, such as     This power makes mistborn highly sought after by the
having fallen from a great height. Others awaken through wealthy and politically powerful, and thus the subject of
severe mental and emotional anguish -- many mistborn control and manipulation. Many mistborn adventure to avoid
origins can be traced to broken homes and abusive or escape these bonds, while others seek beyond freedom in
guardians, and some institutions persist in ritualizing the pursuit of wealth and political power for themselves. Some
practice of awakening through kidnapping. among them decide that the "figure in the mists" they
Those who awaken are said to have been "chosen by the occasionally see is not a hallucination, but perhaps a lead to a
mists", a divine invocation from a bygone time. They feel a hidden truth. Whatever their reasons, mistborn bring an
well of power thrumming deep within their bodies, drawing untethered mobility and flexibility to any adventuring party,
upon it instinctively to fuel their allomantic abilities. With offering capability in combat, exploration, and diplomacy for
each passing moment a mistborn learns to draw more upon almost any need that arises.
that well, enhancing and expanding their allomantic
repertoire. Creating a Mistborn
Allomantic Abilities When creating a mistborn, first think about what
circumstances lead to your awakening. Were you seriously
A mistborn's power is the ability to push and pull. By pushing injured in an accident and then discovered you could move
on on their own bodies, they can enhance their strength, metals with your mind in your hospital room? Were you
speed, and balance. By pulling, they can heighten their groomed for the process by your guardians and ritually
senses. They can push and pull on metal, turning copper beaten alongside other children? Was your trauma so long
pieces into dangerous projectiles or moving themselves ago that you do not recall it, yet have since always had a
through the air as if yanked by a powerful rope. By pushing knack for making people act to your advantage?
on others they can dampen emotions, or by pulling ignite On whose behalf do you now use your abilities, yourself or
them. another? Do you revel in the thrill of your powers, or do you
soberly contemplate its utility?

1   MISTBORN | /u/Leuku
The Mistborn
Proficiency Allomantic Allomantic Ability Misting Talents
Level Bonus Range Modifier Prepared Features
1st +2 30 ft. +2 3 Allomancy, Anchoring, Detect Metal
2nd +2 30 ft. +2 4 Mistrider
3rd +2 40 ft. +3 5 Flare
4th +2 40 ft. +3 5 Ability Score Improvement
5th +3 50 ft. +3 6 Extra Attack
6th +3 50 ft. +3 6 Allomantic Strike
7th +3 60 ft. +3 7 Mistrider Improvement
8th +3 60 ft. +4 7 Ability Score Improvement
9th +4 70 ft. +4 8 Flare Improvement
10th +4 70 ft. +4 8 Duralumin
11th +4 80 ft. +4 9 Improved Allomantic Strike
12th +4 80 ft. +4 9 Ability Score Improvement
13th +5 90 ft. +5 10 Mistrider Improvement
14th +5 90 ft. +5 10 Pewterdrag
15th +5 100 ft. +5 11 Savant
16th +5 100 ft. +5 11 Ability Score Improvement
17th +6 110 ft. +5 12 Flare Improvement
18th +6 110 ft. +5 12 Recomposition
19th +6 120 ft. +5 13 Ability Score Improvement
20th +6 120 ft. +5 13 Hero of Ages

    Do you see your powers as a means to an end, or its Proficiencies


unfettered use an end in itself? Does great power come with Armor: Light and medium armor
great responsibility, or the absolute freedom to use it for your Weapons: Simple weapons, short sword, rapier, longsword,
own ends? Do you wonder where your powers come from battleaxe
and seek out its origin, or is the past in the past and nothing Tools: Alchemist's supplies
to be trifled with? Saving Throws: Strength, Dexterity
Quick Build Skills: Choose two from Acrobatics, Athletics, Insight,
Intimidation, Perception and Stealth
You can make a mistborn quickly by following these
suggestions. First, make either Strength or Dexterity your Equipment
highest ability score, followed by Constitution. Second, You start with the following equipment, in addition to the
choose the urchin background. equipment granted by your background:
(a) two glass daggers, or (b) an obsidian battle axe
Class Features (a) leather armor, (b) chain shirt, or (c) 10 gp
As a mistborn, you gain the following class features. (a) a burglar's pack, or (b) an explorer’s pack
a mistcloak, alchemist's supplies, a hammer and 10
Hit Points pitons, and a bag of (1000) ball bearings
Hit Dice: 1d8 per mistborn level Starting Equipment
Hit Points at 1st Level: 8 + your Constitution modifier When you create a mistborn, you can start with 4d4 x 10 gp
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution instead of receiving the equipment from your class and
modifier per mistborn level after 1st background.

MISTBORN | BY /u/Leuku   2
Allomancy
Beginning at 1st level, you have awakened to and begun to Allomantic Attack and Damage
hone your allomantic powers. When you steelpush or ironpull a metal weighing less than 1
pound, such as a copper piece, you can instead move it a
Misting Talents maximum distance equal to your allomantic range and you
Your allomancy is manifested in various abilities, such as the can make a ranged spell attack with it (or double that range
pulling and pushing of metals and emotions. These abilities with disadvantage). When you do so, you target a creature in
are called misting talents, and the kinds of misting talents the line of that push or pull and add your allomantic attack
you have access to increase as you gain levels. At 1st level, modifier to the attack roll. On a hit, it deals 1d8 + your
you have access to 3 misting talents: Pewterarm, Coinshot, allomantic ability modifier piercing damage.
and Lurcher. Allomantic damage = 1d8 + your Allomantic Ability modifier
Preparing Misting Talents and Abilities piercing damage
You prepare the list of misting talents that are available for When you use your steelpush or ironpull on an object that's
you to use, choosing from the misting talent list. When you being carried, the creature can choose to let the object go
do so, choose 3 misting talents. You must meet the talent's instead of making a saving throw. If the creature is not easily
prerequisites before you can prepare it. There are two kinds separable from the metal, such as if it is wearing a suit of
of misting talents: allomantic powers, which serve as your armor, then you instead push or pull the entire creature.
foundational abilities, and everything else, which improve
your allomantic powers. The number of misting talents you Anchoring
can prepare increases as you gain levels, as shown in the
Mistborn Talents column of the Mistborn table. Also at 1st level, whenever you could steelpush or ironpull
You can also change your list of prepared talents when you against a metal source, you can instead choose to anchor
finish a long rest. Preparing a new list of misting talents yourself to the target metal.
requires time spent altering your body chemistry with While anchored to a thing that exceeds your weight, you
alchemist's supplies: at least 5 minutes for each misting have advantage on ability checks and saving throws against
talent on your list. effects that would forcibly move you, and your size category
increases by 1 for the purposes of steelpushing and
Allomantic Ability ironpulling. If when you steelpush or ironpull against a target
Your allomantic ability modifier is +2 for your misting talents, whose weight exceeds your own and your size category is
since the potency of your allomancy depends on your time greater than your target's, then you can choose to push or
and experience as an allomancer as opposed to any inherent pull them instead of being pushed or pulled.
trait. You use your allomantic ability modifier when setting While anchored to a thing that is below your weight, you
the save DC for any misting talent you use and when making have advantage on ability checks and saving throws against
an attack roll with one. Your allomantic ability modifier effects that would forcibly move it away from you. When a
increases as you gain mistborn levels, as shown in the creature attempts to move metal you are anchored to, it must
Allomantic Ability Modifier column of the Mistborn table. make a Strength saving throw against your Allomantic save
DC, breaking your anchor on a success. Otherwise it must
Allomantic save DC = 8 + your proficiency bonus + your drag the combined weight of you and it, if it is able to.
Allomantic Ability modifier You can drop an anchor at any time. To reestablish an
Allomantic attack modifier = your proficiency bonus + anchor, you need to make a new steelpush or ironpull.
your Allomantic Ability modifier
Size Category
Using Allomancy The following table depicts the size category you would need
While some misting talents grant you passive benefits, other to have for the purposes of steelpushing and ironpulling to
misting talents interact with the world around you. If one of push away or pull close a creature or object that is heavier
these talents requires you to target an object or creature, you than you.
use your Allomantic Range, as shown in the Mistborn table.
If a talent refers to the weight of an object, it refers to its Target Size Your Size Category
weight and the weight of anything it is attached to or is Small Medium
directly supporting it. Movement made via misting talents is
considered forced movement, and thus does not trigger Medium Large
opportunity attacks. Large Huge
You cannot push or pull on metal that is embedded in or
inside creatures. For example, you cannot push against a Huge Gargantuan
pierced metal earring or the iron inside a person's blood. You
can tell whether or not anything you can see is metal.
Additionally, when metal you are aware of is obscured from
your view, you can still act upon it with your talents. Your
talents can penetrate most barriers, but is blocked by 1 foot
of stone or 3 feet of wood or dirt.

3   MISTBORN | BY /u/Leuku
Extra Attack
Beginning at 5th level, you can Attack twice, instead of once,
whenever you take the Attack action on your Turn.
Allomantic Strike
Starting at 6th level, your allomantic abilities count as
magical for the purposes of overcoming resistances and
immunity to nonmagical attacks and damage.
Duralumin
At 10th level, when you flare an allomantic power, you can
choose to exhaust it completely to draw out incredible power
for a short duration. The flare's duration increases to 1
minute. Once it ends, you can no longer benefit from any
misting talent that has that allomantic power as a
prerequisite until you finish a long rest.
Detect Metal
Also at 1st level, as an Action, you can identify the locations Improved Allomantic Power
of all metals within your allomantic range. If the metals are of At 11th level, you are so suffused with the mists that all of
different shapes, sizes, and compositions, you can your melee weapon strikes and allomantic attacks move with
differentiate between them. This detection is blocked by 3 greater speed and weight. Your damage dealt by your
feet of stone, 1 inch of common metal, a thin sheet of lead, or allomantic abilities increases from 1d8 to 2d8, and when you
10 feet of wood or dirt. You can use this ability a number of hit with a melee weapon attack using a metal weapon, you
times equal to your Allomantic Ability Modifier. You regain deal an additional 1d8 damage of the same type.
expended uses at the end of a long rest.
Pewterdrag
Mistrider By 14th level, the mists can sustain you for long periods of
Starting at 2nd level, you begin to feel the mists free you from time. As long as you have the pewterarm misting talent
your earthly bounds, letting you soar through the air quickly prepared, you regain hit points equal to your allomantic
and suddenly. When you have the coinshot and/or lurcher ability modifier at the end of a short rest, and you can go up
misting talents prepared, you can as a Bonus Action to one week without food or sleep without accruing levels of
steelpush and/or ironpull on metal that is not being worn or exhaustion while still gaining the benefits of rests.
carried. You cannot make an attack using this feature.
The number of times you can steelpush or ironpull each Savant
time you use this ability increases to twice at 7th level and By 15th level, you've used an allomantic power so much that
thrice at 13th level. it has changed you physiologically. Choose one of your
Flare allomantic powers. You always have it prepared and it does
not count against the number of misting talents you can
At 3rd level, you learn how to flare your allomantic powers, prepare.
allowing you to draw out extra power from your allomancy. In addition, you can use your Duralimin with that
The list of flares is presented after the list of misting talents allomantic power twice before you can no longer benefit from
below. any misting talent that has it as a prerequisite.
When you use an allomantic power, you can choose to flare
it. Flaring an allomantic power grants you benefits tied to Recomposition
that power, as well as additional benefits from other misting At 18th level, once per day when you finish a short rest, you
talents you have prepared tied to that power, all of which last can choose to change your list of prepared misting talents.
a duration depending on the power. You have access to an
allomantic power's flare when you have that allomantic power Hero of Ages
prepared.
You can flare your allomantic powers twice. You regain When you reach 20th level, you can unlock the full potential
expended uses at the end of a short or long rest. This of allomancy for a short duration. As a bonus action, you can
increases to 3 times at 9th level and 4 times at 17th. choose any number of your allomantic abilities you have
prepared and treat them as if they are flared. This benefit
Ability Score Improvement lasts for 1 minute and does not consume any uses of flare.
When you reach 4th level, and again at 8th, 12th, 16th, and Once you use this ability, you cannot do so again until the
19th level, you can increase one ability score of your choice end of your next long rest.
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.
MISTBORN | BY /u/Leuku   4
Misting Talents Rioter
If a misting talent has prerequisites, you must meet them to Prerequisite: 2nd level
prepare it. You can prepare a misting talent at the same time You can pull on a creature's emotions, inflaming them. You
you meet its prerequisites. A level prerequisite refers to your gain the following allomantic power:
level in this class. Zincpull
Pewterarm As an Action, choose a creature other than yourself within
You can enhance your body's strength, agility, and balance. your allomantic range. For as long as you maintain
You gain the following allomantic power: concentration, creatures gain advantage on charisma checks
Pewter Defense against the target that rely on the intensity of one of the
following emotions plus an additional benefit tied to that
While you are conscious and not wearing armor nor wielding emotion:
a shield, your AC equals 10 + your Strength modifier + your Joy. You excite the target's sense of happiness and
Dexterity modifier. wonder. It has disadvantage on saving throws against
Coinshot charm effects.
You can push metals away from you with your mind. You gain Anger. You ignite the target's sense of irritation and
the following allomantic power: displeasure. When it attacks, it cannot help but attack
Steelpush recklessly. It gains advantage on its first attack roll on
each of its turns and grants advantage to the first attack
When you take the Attack action, you can forgo any one of roll made against it before the start of each of its turns.
your attacks to instead push a metal source. If the object Fear. You heighten the target's sense of anxiety and
weighs more than you do, you are instead pushed away from danger. It has disadvantage on saving throws against fear
it. Unless stated otherwise, you can push or be pushed up to effects.
10 ft. This increases to 20 ft at 5th level, 30 ft at 11th, and When a target suspects their emotions are being
40 ft at 17th. manipulated, or at the end of each of its turns in combat, it
If the metal is being worn or carried, the creature carrying can make a Wisdom saving throw against your Allomantic
it can attempt a Strength saving throw against your save DC. On a success, it becomes aware of the
Allomantic save DC. On a success, the metal is unaffected, manipulation's source, can choose to end the ability's effect
but you are pushed directly away from the creature. on them, and can't be the target of this ability again for the
Lurcher
next hour or unless it allows it.
You can pull metals towards you with your mind. You gain the Soother
following allomantic power: Prerequisite: 2nd level
Ironpull You can push on a creature's emotions, dampening them. You
When you take the Attack action, you can forgo any one of gain the following allomantic power:
your attacks to instead pull a metal source. If the object Brasspush
weighs more than you do, you are instead pulled towards it. As an Action, choose a creature other than yourself within
Unless stated otherwise, you can pull or be pulled up to 10 your allomantic range. For as long as you maintain
ft. This increases to 20 ft at 5th level, 30 ft at 11th, and 40 ft concentration, creatures gain advantage on charisma checks
at 17th. against that target that rely on the suppression of one of the
If the metal is being worn or carried, the creature carrying following emotions plus an additional benefit tied to that
it can attempt a Strength saving throw against your emotion:
Allomantic save DC. On a success, the metal is unaffected, Joy. You subdue the target's sense of happiness and
but you are pulled directly towards the creature. wonder. It has advantage on saving throws against charm
effects.
Anger. You quench the target's sense of irritation and
Soothing and Rioting displeasure. When it attacks, it cannot help but attack
The allomantic powers of brasspush and zincpull do conservatively. It cannot gain advantage on its attack rolls
not let an allomancer know what a creature is feeling. and attack rolls against it cannot be made with advantage.
A creature can be feeling an innumerable number of Fear. You repress the target's sense of anxiety and
emotions at varying intensities at any given time. By danger. It has advantage on saving throws against fear
pushing or pulling an emotion that is not already
primed to be suppressed or ignited, a callous
effects.
allomancer may rouse a target's suspicions and
When a target suspects their emotions are being
expose their touch. Creatures aware of a person's manipulated, or at the end of each of its turns in combat, it
ability to manipulate emotions may become more can make a Wisdom saving throw against your Allomantic
wary and actively avoid them, so those who save DC. On a success, it becomes aware of the
specialize in soothing and rioting tend to obscure manipulation's source, can choose to end the ability's effect
their abilities for as long as possible. on them, and can't be the target of this ability again for the
next hour or unless it allows it.

5   MISTBORN | BY /u/LEUKU
Thug Fortitude
Prerequisite: 3rd level, Pewterarm prepared Prerequisite: 7th level, Pewterarm prepared
While anchored, you size category increases by 2 instead of You gain proficiency in Constitution saving throws and are
1 for the purposes of steelpushing and ironpulling. Also, immune to the effects of cold weather. Also, while your
when you hit with a melee weapon attack using Strength as pewter is flared, you gain advantage on Strength, Dexterity,
part of the Attack Action, you deal an extra 1d4 damage. and Constitution checks and saving throws. In addition to
when taking damage, you can flare your pewter as a Reaction
Rush to being made to roll a Strength, Dexterity, or Constitution
Prerequisite: 3rd level, Pewterarm prepared saving throw.
While you are wearing no armor nor wielding a shield, your
speed increases by 10 ft., and while you are flaring pewter, Reflex
you gain an additional action on each of your turns. This Prerequisite: 7th level, Pewterarm prepared
action can only be used to Dash or Disengage. As a Bonus Action, you can add a 1d6 to the next Strength or
Dexterity check you make before the end of your turn.
Inciter Additionally, while your pewter is flared, you can use your
Prerequisite: 5th level, Rioter prepared additional action to take the Dodge action.
Whenever you zincpull, you can target up to 2 creatures at
once. This increases to 3 at 9th level, 4 at 13th, and 5 at 17th Steelwave
level. Prerequisite: 9th level, Coinshot prepared
As an action, you can flare your steel in a wave around you.
Subjugator Choose any number of sources of metal in a radius equal to
Prerequisite: 5th level, Soother prepared half your allomantic range around you and steelpush against
Whenever you brasspush, you can target up to 2 creatures them. If you make an attack against a creature, that creature
at once. This increases to 3 at 9th level, 4 at 13th, and 5 at can only be targeted once.
17th level.
Ironwave
Steelspray Prerequisite: 9th level, Lurcher prepared
Prerequisite: 5th level, Coinshot prepared As an action, you can flare your iron in a wave around you.
When you flare or while flaring steel, you can as an Action Choose any number of sources of metal in a radius equal to
target a 15 ft cone originating from you with a spray of loose half your allomantic range around you and ironpull on them.
metal. Creatures in the area must make a Dexterity saving If you make an attack against a creature, that creature can
throw, taking 2 times your allomantic damage on a failed save only be targeted once.
or 1 time on a success.
At 11th level, the area increases to a 30 ft cone. Zincwave
Prerequisites: 9th level, Rioter, Inciter prepared
Ironprone When you flare your zinc, you can target all creatures of your
Prerequisite: 5th level, Lurcher prepared choice within half your allomantic range.
When you flare or while flaring iron, you can as an Action
target a 15 ft. cone originating from you. Creatures of your Brasswave
choice wearing, wielding, standing atop of, or standing near Prerequisites: 9th level, Soother, Subjugator prepared
metal that is not affixed to a surface, must make a Strength When you flare your brass, you can target all creatures of
saving throw, taking your allomantic damage and falling your choice within half your allomantic range.
prone on a failed save or half damage on a success.
At 11th level, the area increases to a 30 ft cone. Mind's Eye
Prerequisites: 11th level, Tineye prepared
Tineye While your tinsense is active, you gain blindsight out to 30 ft.
Prerequisite: 6th level Additionally, when you are the target of an attack, you can as
You can enhance your every sense to supernatural levels. a Reaction flare your tin. As part of the same Reaction, or as
You gain the following allomantic power: a Reaction against an attack targeting you while your tin is
flared, you can gain a +5 bonus to AC against the attack. You
Tinsense can choose to do so after you see the roll but only before you
As a Bonus Action on your turn, you can gain darkvision out know the result.
to 60 ft., advantage on all Perception checks, and advantage
on initiative rolls. If you already have darkvision, then your Juggernaut
range increases by an additional 30 ft. You also take Prerequisites: 11th level, Pewterarm, Thug, and Rush
additional damage from all types except psychic equal to prepared
your allomantic ability modifier. This lasts for as long as you While anchored, your size category increases by 3 instead of
maintain concentration. You can end this ability on any of 1 for the purposes of steelpushing and ironpulling and your
your turns, no action required. speed increases by an additional 10 ft. In addition, while you
are flaring pewter, you can use your additional action to make
a single melee weapon attack. This attack deals an extra 1d4
damage on a hit.

MISTBORN | BY /u/LEUKU   6
Ferrostorm Atium
Prerequisite: 13th level, Coinshot, Lurcher prepared Prerequisites: 17th level, two misting talent prepared slots
Through inexplicable precision, you launch and maintain a As a Bonus Action, you can burn atium. While it burns, you
flurry of deadly metal objects in an orbit around you. As an can see into the brief future. You gain the following benefits:
Action, you push and pull on loose metal of no fewer than 20 Any attacks against you miss, unless it's a critical hit or
pieces and no more than 10 lbs each within your allomantic you allow it to hit. Critical hits against you are treated as
range into a 30 ft. radius sphere centered around you. While normal hits.
you maintain this ability, you gain the following benefits: When you would be made to make a Strength, Dexterity,
The area moves with you and is difficult terrain for or Constitution saving throw, you can first as a Reaction
creatures other than yourself. move up to half your speed, potentially causing you to no
When a creature other than yourself ends their turn longer be targeted by the effect. If you have coinshot
within its area, you can force it to make a Dexterity saving and/or lurcher prepared, you can steelpush or ironpull
throw, taking 2d8 magical piercing and slashing damage yourself instead.
on a failure, or half on a success. When you miss with an attack, you instead hit.
When you steelpush or ironpull yourself, you can change These benefits last for 1 minute. Once you use this ability,
the direction of your forced movement at-will. you cannot do so again until the end of your next long rest.
As an Action, you can make any number of creatures This misting talent requires you to use at least 2 of your
within the area make a Dexterity saving throw, taking 4d8 misting talent prepared slots to prepare.
magical piercing and slashing damage on a failure, or half
on a success.
This ability lasts for as long as you maintain concentration,
up to one minute. Once you use this ability, you can't do so
again until the end of your next long rest.
Enflame/Suppress
Prerequisite: 13th level, Rioter, Soother prepared
When you flare or while flaring brass or zinc, you can as an
Action target a single creature you can see. Choose either to
enflame or suppress. When a creature becomes enflamed,
they can as a Reaction immediately take a single Action.
When a creature becomes suppressed, it must make a
Charisma saving throw, taking 4d8 psychic damage and
becoming stunned until the end of its next turn on a failed
save, or half as much damage on a success.
As an Action on subsequent turns while brass or zinc is
flared, you can enflame or suppress the same target or
choose a new target.
Vigor
Prerequisites: 15th level, Pewterarm, Juggernaut prepared
As a Bonus Action, you can end any effect that a Strength,
Dexterity, or Constitution saving throw could end. Also, if,
when you flare pewter or start your turn while pewter is
flared, you have less than half your maximum hit points, you
regain hit points equal to 1d10 + your level.
Survivor
Prerequisites: 16th level, Tineye and Mind's Eye prepared
While your tinsense is active, you can gain truesight instead
of blindsight out to 30 ft. Additionally, while you flare tin, you
gain an additional Reaction per round. This Reaction can
only be used for your mind's eye ability.

7   MISTBORN | BY /u/LEUKU
Flare
Flaring an allomantic power dramatically increases its Zincflare
potency for a certain, usually short, duration. Unless stated Prerequisite: 3rd level, Rioter prepared
otherwise, all benefits of a flare for which you meet the Whenever you zincpull, or while you are zincpulling on a
prerequisites last for the duration under each flare. You can creature, you can choose to flare zinc. While flared, the target
flare allomantic powers twice. This increases to 3 times at immediately becomes aware that you are pulling on their
9th level and 4 times at 17th. You regain expended uses at emotions, but has disadvantage on its saving throws against
the end of a short or long rest. it, and you can choose to gain an additional benefit for the
flare's duration depending on the emotion you are pulling:
Pewterflare Joy. If the creature is frightened, the condition ends, and it
Prerequisite: Pewterarm prepared must succeed on a Wisdom saving throw or else become
You can as a Bonus Action, or as a Reaction to taking charmed by you.
damage, flare your pewter. While flared, you gain resistance Anger. The creature gains advantage on all of its attack
to all damage types except psychic including the triggering rolls and grants advantage to all attack rolls against it.
damage and your size category increases by 1 for the Fear. If the creature is charmed, the condition ends, and it
purposes of steelpushing and ironpulling. Pewter remains must succeed on a Wisdom saving throw or else become
flared until the end of your next turn. frightened of you.
Rush. While flared, you gain an additional action on each Zinc remains flared until the end of your next turn, or until
of your turns. This action can only be used to Dash or your concentration is broken, whichever comes first.
Disengage. Zincwave. When you flare zinc, you can target any
Fortitude. While flared, you gain advantage on Strength, number of creatures within half your allomantic range.
Dexterity, and Constitution checks and saving throws. In Enflame/Suppress. When you flare or while flaring zinc,
addition to when taking damage, you can flare your pewter as you can as an Action have a target creature you can see use
a Reaction to being made to roll a Strength, Dexterity, or its Reaction to take a single Action or make a Charisma
Constitution saving throw. saving throw, taking 4d8 psychic damage and being stunned
Reflex. While flared, you can use your additional action to until the end of its next turn on a failure, or half as much
take the Dodge action. damage on a success. See Misting Talents list for more detail.
Juggernaut. While flared, you can use your additional Brassflare
action to make a single melee weapon attack. Prerequisite: 3rd level, Soother prepared
Vigor. When you flare and at the start of each of your Whenever you brasspush, or while you are brasspushing on
turns while flared, if you have less than half your maximum a creature, you can choose to flare brass. While flared, the
hit points, you regain hit points equal to 1d10 + your level. target immediately becomes aware that you are pushing on
Steelflare their emotions, but has disadvantage on its saving throws
Prerequisite: Coinshot prepared against it, and you can choose to gain an additional benefit
Whenever you steelpush, you can choose to flare it. While for the flare's duration depending on the emotion you are
flared, you double both its allomantic range and the damage pushing:
of its attacks. Steel remains flared until the end of your turn. Joy. If the creature is charmed, the condition ends, and its
Steelspray. As an Action, you can flare steel to push loose movement speed is reduced by half for the flare's
metal in a 15 ft. cone. Creatures in the area must make a duration.
Dexterity saving throw, taking 2 x your allomantic damage on Anger. The creature suffers disadvantage on all of its
a failed save or 1 x on a success. At 11th level, the cone attack rolls and forces disadvantage on all attack rolls
increases to 30 ft. against it.
Steelwave. As an Action, you can flare your steel to choose Fear. If the creature is frightened, the condition ends, and
any number of sources of metal in a radius equal to half your it gains temporary hit points equal to 1d10 + your
allomantic range around you and steelpush against them. mistborn level.
Brass remains flared until the end of your next turn, or until
Ironflare your concentration is broken, whichever comes first.
Prerequisite: Lurcher prepared Brasswave. When you flare brass, you can target any
Whenever you ironpull, you can choose to flare it. While number of creatures within half your allomantic range.
flared, you double both its allomantic range and the damage Enflame/Suppress. When you flare or while flaring brass,
of its attacks. Iron remains flared until the end of your turn. you can as an Action have a target creature you can see use
Ironeprone. As an Action, you can flare iron to pull on its Reaction to take a single Action or make a Charisma
metal within a 15 ft. cone. Creatures of your choice wearing, saving throw, taking 4d8 psychic damage and being stunned
wielding, standing atop of, or standing near metal that is not until the end of its next turn on a failure, or half as much
affixed to a surface, must make a Strength saving throw, damage on a success. See Misting Talents list for more
taking 1 x your allomantic damage and falling prone on a information.
failed save or half damage on a success.
Ironwave. As an Action, you can flare your iron to choose
any number of sources of metal in a radius equal to half your
allomantic range around you and ironpull against them.

MISTBORN | BY /u/LEUKU   8
Tinflare
Prerequisite: 6th level, Tineye prepared
When you activate your tinsense, or as a Bonus Action while
your tinsense is active, you can choose to flare your tin.
While flared, your darkvision range doubles, you add double
your proficiency to Perception checks, and you can hear and
focus on sounds clearly up to 300 ft. away through up to 6
inches of stone or 1 foot of wood. You also double the amount
of additional damage you take from all types except psychic.
Tin remains flared until the end of your next turn, or until
you lose concentration, whichever comes first.
Mind's Eye. When you are the target of an attack, you can
as a Reaction flare your tin. As part of the same Reaction, or
as a Reaction against an attack targeting you while your tin is
flared, you can gain a +5 bonus to AC against the attack. You
can choose to do so after you see the roll but not before you
know the result.
Survivor. You gain an additional Reaction per round. This
Reaction can only be used for your Mind's Eye ability.
Mistborn & Multiclassing
Mistborn follow all the normal rules for multiclassing. The
following tables function as additions to those listed on page
163 and 164 of the Player’s Handbook.
Multiclassing Prerequisites
Class Ability Score Minimum
Mistborn Strength or Dexterity 13, Constitution 13
Proficiencies Gained
Simple weapons, alchemist's supplies

A Mistborn's Mistcloak
A mistcloak is a charcoal grey cloak made up of
hundreds of long, ribbon-like strips, sewn together
at the shoulders and chest but flowing freely like
streamers down to one's ankles. In a bygone era, it
helped hide mistborn in heavy mists and served as a
signifier of status. It is constructed to come free
when pulled, so that it cannot be used against a
mistborn in combat.

Shrouded Comfort
Wondrous Item, rare (requires attunement)
This mistcloak grants its wearer a +1 bonus to AC while
unarmored and advantage on Dexterity (stealth) checks
while lightly or heavily obscured. As a bonus action, its
wearer can cast the spell fog cloud at 1st level centered on
themself, which lasts until the end of their next turn and
does not require concentration. Fog cloud cannot be cast in
this way again until the next dusk.
Once gifted from one survivor to another, this mistcloak
grants its wearer comfort in the mists. A blue petal flower
pendant holds its clasp together.

9   MISTBORN | BY /u/LEUKU
More Misting Talents and Flares
From V1.4 From V1.2
Invested Body Smoker
Prerequisite: 4th level, Coinshot and/or Lurcher prepared Prerequisite: 3rd level
You can substitute your Allomantic Ability Modifier with your You can suppress the presence of magic around you. You
Strength or Dexterity ability modifier for attack rolls and gain the following allomantic power:
Allomantic save DCs that come from coinshot, lurcher, and Copperpull
any misting talent that has either of those misting talents as a
prerequisite. As an action, you can create a 10 ft. radius aura around you.
Spells, such as detect magic, see invisiblity, and alarm, and
Invested Mind abilities that can detect the presence of magic or magically
Prerequisite: 4th level, Rioter and/or Soother prepared detect the presence of creatures will fail to detect anything
You can substitute your Allomantic Ability Modifier with your within the aura. In addition, you have advantage on saving
Intelligence, Wisdom, or Charisma ability modifier for throws against and to end the charmed and frightened
Allomantic save DCs that come from rioter, soother, and any condition. This lasts for as long as you maintain
misting talent that has either of those misting talents as a concentration. You can end this ability on any of your turns,
prerequisite. no action required.
Siegearm Seeker
Prerequisite: 6th level, Coinpush and/or Lurcher, and Prerequisite: 3rd level
Pewterarm, prepared You can detect the presence of magic around you. You gain
Once on your turn, when you establish an anchor, you can the following allomantic power:
establish two anchors instead of one. Additionally, while Bronzepush
anchored to something heavier than you, you double the As an action, you can create a 30 ft. radius around you.
damage dealt to structures and objects via your allomantic Active magical effects, such as the ward placed by an alarm
powers. spell, within the aura become detectable to you. This
Quick Anchor detection comes in the form of rhythmic pulses that only you
Prerequisite: 3rd level, Mistrider feature, Coinpush and/or can hear, and become steadier and louder the closer you get
Lurcher prepared to its source. You also become detectable to anything that
When you, or a creature or object you can see within your can detect magic. This lasts for as long as you maintain
allomantic range, falls, you can as a Reaction establish an concentration. You can end this ability on any of your turns,
anchor. Additionally, you can use your Mistrider ability to no action required.
anchor on to metal being worn or carried.
New Flares
Copperflare
Prerequisite: Smoker prepared
When you activate your copperpull, or as a Bonus Action
while your copperpull is active, you can choose to flare your
copper. While flared, the aura's radius increases to 30 ft., and
you can choose to end the charmed or frightened condition
on yourself. Copper remains flared for 1 minute, or until you
lose concentration, whichever comes first.
At 10th level, when you gain the duralumin feature, using
duralumin on copperflare increases the maximum duration
to 1 hour instead of 1 minute.
Bronzeflare
Prerequisite: Seeker prepared
When you activate your bronzepush, or as a Bonus Action
while your bronzepush is active, you can choose to flare your
bronze. While flared, the aura's radius increases to 60 ft.,
and you can also detect magical objects and creatures, even
if they do not have any active magical effects ongoing. This
lasts until the end of your next turn, or until you lose
concentration, whichever comes first.

MISTBORN | BY /u/LEUKU   10
11 MISTBORN | BY /u/LEUKU  
Changelog
v1.4 (current)
Changed Allomantic Ability Modifier level scaling to be
much faster, increasing to +4 at 8th instead of 9th and +5
at 13th instead of 17th.
Increased the Misting Talents Prepared scaling by 1 - it
increases to 4 at 2nd level and 5 at 3rd level.
Added the new Misting Talents, Invested Body,
Invested Mind, Siege Arm, Quick Anchor
Updated the Misting Talent Skill Tree
Lowered the level prerequisites for the Misting Talents
Soother and Rioter from 3rd level to 2nd level.
Updated the mechanics under Anchoring on p3 to allow
anchoring to worn and light metal. Removed the example
paragraph to make space for new text.
Changed the first paragraph of the introductory text to try
and be more clear
Removed the examples from under Using Allomancy -
nothing of mechanical substance has been changed.
Changed text under Using Allomancy concerning being
able to recognize metal when you see it.
Added the 1st level Detect Metal feature to the base class
and class table.
Deleted the "Experimental and Optional Features" page
(contents were moved to other pages)
Fixed the Fortitude Misting Talent to include STR, DEX,
and CON checks
v1.3
Fixed wording of last line of Mind's Eye
Fixed Survivor misting talent by changing spook to
mind's eye
Enabled long range allomantic attacks with disadvantage
under Allomantic Attack and Damage
Added clause to Juggernaut misting talent adding extra
1d4 damage to the additional attack
Fixed Copperflare wording be replacing coppercloud
with smoker
Added Shrouded Comfort, a mistcloak magic item, on the
previous page.
Added Back Cover, moved credits to back cover
Refined language under Using Allomancy
v1.2
Added Light and medium armor proficiency
Added Leather Armor, Chain Shirt, or 10 gp to starting
equipment
Increased starting gold from 2d4x10 to 4d4x10
(assuming you're going for one of the armors, you're
definitely better off choosing the starting equipment
instead of the gold, because alchemist supplies is just so
expensive. If you're going naked, well... extra 10 gp with
the starting equipment.)
Moved the Experimental Features to a separate Recycling
Bin
Added Smoker and Seeker misting talents to prior page.
Improved hit point regain wording under Vigor and
Pewterflare

MISTBORN | BY /u/LEUKU   12
Additional Thanks

Thank You to
To all the users who found errors, provided
critique, and offered compliments!
Layhnet Bear_witcher
Zarohk miniboes
valdogg21 SliderSavant

Brandon Ulthwithian
guylee37
DesseP
abcras
Maym_
Sharkbait0hhaha
Ltazer
StpdSxySzchn
mycharius
12bthe
steelcondor Draumal

Sanderson trimeta
Tampoline
FuriousGorilla
stm21245
Liar_of_partinel
Jackmanskip
Distinger_
Goldberry88
n3rf_herder Haylo_Alex
AvianAzure
And his Mistborn Trilogy. If you love fantasy, KylenBlaise Pixel_Engine
adventure, refreshingly unambiguous romances, Gatz42 qMorick
atill91
and robust, detailed, novel magic systems, then austin123457
Lyle_McAwesome
you'll enjoy virtually anything he writes. ainzooalg0wn
LooksLikeABurner
ODXT-X74
Mistborn class created by /u/LEUKU bookwormCG7
Website: Leukudnd.com Dishonestquill
Ipearman96
Discord: Leuku | Classes/Articles#4523 k10xbye
This_Is_Why_Im_Here
Inspired by the Mistborn Trilogy by Brandon Octaytse
Sanderson darthsyid
Matias_Leibo
Special thanks to my friends GK and SH who TinyTaters
EinarTheBlack
have been with me each step of the way, and nerdytwos
WM for gifting me the first two books in the LordoftheShadowfell
Sovem
trilogy for Christmas 2018. Larva_Mage
Ripper1337
All art was either made by me, requested by me, burntrose678
or sourced from the California State Library, the Thysten
kal-stormlight
British Museum, the MET Museum, and the Yale JosephGate
Onyx_Mirage
University Art Gallery and are in the public PancakeMeister9000
domain. bubbl3MilkT3a
Chronoglenn
Especial credit to Terry Ha for the portrait on Blonsky93
SleetTheFox
Page 1. Thomasd851
Dubthenarwhal
Ju99er118
CapyBarbara
TheR2P2
Hunt3rRush
TheOwlMarble
McKenzie_S
GM_HUNTER
WWW.GMBINDER.COM CSTNinja

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