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About this mod

Adds the Mistborn class, inspired by Brandon Sanderson's Mistborn series. Mix and match from 16 Allomantic metals and 4 unique subclasses—Battle, Mental, Temporal, or Enhancement—to craft a unique playstyle that suits you

Requirements
Permissions and credits
Changelogs
This is the 1.0 release of the Mistborn class and subclasses.


Note: All abilities and class features are fully implemented, but not every ability has been thoroughly tested, so some unintended bugs may still be present. Additionally, as balancing is still in progress, certain abilities or features may be over- or underpowered. 

Introduction
In an alternate universe, the Nautiloid opened a portal to Scadrial while escaping the Gith and picked up some powerful individuals with strange and unique abilities.

In this mod, you’ll play as a newly awakened Mistborn from Brandon Sanderson's Mistborn book series. Starting with a single metal of your choice, you’ll unlock additional Allomantic metals as you gain experience and levels. Mistborn utilize a unique metal reserve system, similar to a Monk’s Ki Points, that expands as you level and find new uses for them.

Choose from four unique subclasses to define your playstyle and preferred metals:
  • Battle Allomancers are resilient warriors who blend weapon strikes with Allomancy to dominate the battlefield.
  • Mental Allomancers use fear and charm to manipulate foes while providing small buffs to allies or debuffs to enemies.
  • Temporal Allomancers control time, creating zones of haste or slow that reshape the flow of combat.
  • Enhancement Allomancers counter magic users by disrupting spellcasting but can also amplify allies' magic with powerful boosts.
Each subclass offers a distinct strategic focus, allowing you to specialize in your preferred metals and playstyle.

Detailed write-up for everything here.


Mistborn
Mistborn are enigmatic individuals, commanding awe and fear. Their unique ability to burn metals grants them a wide range of potent abilities. By ingesting these metals, they can boost their strength, traverse battlefields, sway emotions, and even manipulate time.

Class Features:
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1st level:
Allomantic Awakening: A life-changing event awakens your dormant Allomantic abilities. You become a Mistborn, capable of "burning" or channeling the power of Preservation through any metal you understand. You learn to burn a new metal at each level until level 5, and then every two levels thereafter. At level 20, you will gain access to all 16 Allomantic metals.

Metal Reserves: Mistborn do not use spell slots. Instead, they utilize Metal Reserves to fuel their Allomantic abilities. You start with 4 Metal Reserves at 1st level and gain more as you level. You replenish all Metal Reserves by ingesting a solution of metals during a short or long rest.

2nd level
Fighting Style: Choose one of the following options:
  • Archery: You gain a +2 bonus to Attack rolls you make with ranged Weapons.
  • Defense: You gain a +1 bonus to Armour Class while wearing Armour.
  • Dueling: When you are wielding a melee weapon that is not Two-Handed or Versatile in one hand, and no weapon in the other, you deal an additional 2 damage with that weapon.
  • Protection: When you have a Shield, impose Disadvantage on an enemy who attacks one of your allies when you are within  1.5 m / 5 ft. You must be able to see the enemy.
  • Two Weapon Fighting: When you make an offhand attack, you can add your Ability Score Modifier to the damage of the attack.
  • Caster: You gain 1 additional Metal Reserves to fuel your allomantic abilities.

3rd level
Allomantic Specialty (Subclass): You choose which playstyle and what metals you want to specialize in. By choosing an allomantic specialty, you will gain additional abilities at level 3, 6, 11, and 17. See below for more details.

4th level
Slow Fall: Use your reaction and a Metal Reserve to gain Resistance to falling damage.

5th level
Extra Attack: You can attack twice when you take the Attack action on your turn.

7th level
Metal Flaring: You can now burn additional Metal Reserves to use some Allomantic abilities at the "Flare" level. Using metals at the flare level will consume 4 metal reserves.

9th level
Allomantic Reflexes: When an enemy moves within 2m of you, use your reaction to activate a base metal ability, expending twice the usual Metal Reserves. Use this once per short or long rest.

10th level
Backup Reserves: You’ve learned to keep an emergency supply of metals for critical moments in battle. You prepare a vial filled with extra solution, which you can swiftly consume with a bonus action to restore 4 Metal Reserves. Once you use this feature, you cannot use it again until you finish a long rest.

13th level
Quick Allomancy: Your mastery of allomantic abilities allows you to act with exceptional speed. Once per short or long rest, you can use an extra allomantic ability without expending an action or bonus action. You can not use this feature with Duralumin abilities.

14th level

Atium: You gain access to the god metal Atium. Burning Atium grants you the ability to see a few seconds into the future, manifesting as shadows that show where your enemies will move or attack. For the next 3 turns, you gain +3 AC, advantage on all attack rolls and saving throws, and enemies have disadvantage when attacking you. You can activate this feature with a bonus action and 4 metal reserves. Once you use this feature, you cannot use it again until you finish a long rest.

15th level
Metal Savant: Beginning at 15th level, through prolonged and intense use of a single metal, you have become a savant. Choose one metal you know; when burning this metal, you gain heightened power and control over its effects, with the potential for special interactions.

20th level
One with Preservation: You have reached the pinnacle of Allomantic power, becoming one with the very essence of Preservation. Once per long rest, you can merge with Preservation itself, regenerating all your metal reserves instantly. For the next 3 turns, you gain an additional action and bypass all resistances and immunities.

Battle Allomancer
Battle Allomancers excel in blending weapon attacks with Allomantic abilities to control the battlefield. They support allies by pulling or pushing enemies, using crowd control to manipulate positioning and protect their team. With enhanced strength, agility, and resilience, they can take heavy damage while dishing out powerful strikes, seamlessly weaving Allomantic power and martial prowess together for maximum impact in combat.

Subclass Features:
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3rd level
Metal Deflection: As a master of burning iron and steel, you can subtly manipulate nearby metal to deflect blows and evade attacks with precision. After activating an iron or steel ability, gain +2 Armor Class for 1 turn.

Martial Knowledge: Your deep study of combat and warfare grants you proficiency in History.

6th level
Adaptive Maneuvers: You become adept at weaving allomantic abilities into their fighting style. When performing a weapon attack with an action, you can use a bonus action to activate a physical metal ability at its base level. Alternatively, when using a physical allomantic ability as an action, you can use a bonus action to make a weapon attack. Coinshot counts as a weapon attack for this feature.

11th level
Allomantic Strikes: After using an iron or steel ability, your next weapon attack consumes a Metal Reserve to deal additional damage based on your Wisdom modifier. Coinshot is considered a weapon attack for this feature. Your ability to control your weapon strikes with allomancy allows you to choose whether the extra damage dealt is Piercing, Bludgeoning, or Slashing.

17th level
Metallic Synergy: When you use physical Allomancy on a target, that target has disadvantage on your weapon attacks against it for 1 turn.


Mental Allomancer
Mental Allomancers specialize in emotion manipulation, charming foes or spreading fear to control the flow of battle. They excel at bolstering their allies' abilities while weakening their enemies' resolve. Their mastery of emotions makes them a powerful force in both combat and negotiation.

Subclass Features:
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3rd level
Debilitating Influence: Enemies affected by your Brass or Zinc abilities have their focus disrupted. While under the effects of these debuffs, they suffer disadvantage on attack rolls against you for two turns.

Master Manipulator: Your experience manipulating emotions with Allomancy gives you Proficiency in either Persuasion or Deception.

6th level
Spreading Hysteria: When you successfully inflict a charm or fear effect on an enemy with Brass or Zinc, the nearest enemy within 10m must pass a Wisdom saving throw or become afflicted by the same condition. This feature can only activate once per turn.

11th level
Mental Reinforcement: When you bolster allies with mental Allomancy, grant a +2 bonus to all saving throws for the duration. This bonus is also applied when an ally is affected by fear or charm.

17th level
Mass Hysteria: At level 17, your influence extends even further. When successfully inflicting a charm or fear effect on an enemy, up to three nearest enemies within 10m of the target must pass a Wisdom saving throw or suffer the same condition. This feature can only activate once per turn.


Temporal Allomancer
Temporal Allomancers manipulate the flow of time, altering the pace of battle to their advantage. They can slow enemies or hasten allies, creating strategic openings and controlling the battlefield. Their mastery over time gives them unmatched flexibility in combat.

Subclass Features:
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3rd level
Chronostamina: Your experience with time bubbles allows you to seamlessly adapt to rapid shifts in time. You are immune to the negative effects of  Haste, as well as the effects of Slow and Time Stop spells, and from any Lethargy from moving out of time bubbles. However, the effects of a cadmium bubble still affect you. Additionally, you have advantage on keeping Concentration while in a time bubble.

6th level
Masks of Gold: Gain the ability to summon a Gold Shadow. This shadow is visible only to you and cannot interact with anything. As an action, summon the shadow, and as a bonus action, merge with it, taking its position and destroying the shadow in the process. Like other gold abilities, summoning and merging are mentally taxing processes and will cause 1d12 psychic damage.

11th level
Efficient Bubbles: Maintaining time bubbles now costs only 1 Metal Reserve per turn instead of 2.

17th level
Temporal Potency: Your time bubbles reach new levels of potency. Bendalloy bubbles now grant an additional action per turn and an additional 2 AC. Cadmium bubbles reduce AC and Dexterity saving throws by an additional 2 and reduce movement speed to one-quarter instead of one-half.


Enhancement Allomancer
Enhancement Allomancers amplify their own and others' Allomantic abilities, dramatically boosting power for short bursts. They can turn the tide of battle with overwhelming strength or drain their foes' magic. Their ability to enhance or suppress powers makes them a versatile and dangerous ally or enemy.

Subclass Features:
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3rd level
Combat Enhancement: You learn to combine your weapon attacks and enhancement allomancy. When you successfully hit with a melee weapon attack, you may activate the effect of Chromium Leach or Nicrosil Infuse on the creature you hit.

6th level
Aluminum Specialist: You learn other ways to utilize the nullifying effects of aluminum. Once per long rest, you can choose to augment an ally's helmet, body armor, or weapon with aluminum for different effects.

11th level
Extended Effect: You can now use your Enhancement abilities from a distance. The range of Nicrosil Infuse and Chromium Leach increases to 5m. Additionally, when you use these abilities, you also trigger the Extra Attack feature.

17th level
Controlled Burst: You now have complete control over the potent effects of Duralumin and Nicrosil. Duralumin abilities and Nicrosil Boost now cost significantly less Metal Reserves for the same effect. Additionally, Duralumin abilities can now be used without expending a bonus action.


Metals
Unless specified, most abilities can be burned at 3 levels with increasing costs and effects: 

Base: 1 Metal Reserve
Enhance: 2 Metal Reserves
Flare: 4 Metal Reserves

Iron
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Iron Pull: Burn iron to pull a target 5/10/15 meters towards you. If the target is not an ally, deal 1d4/1d8/1d12 + Wisdom Modifier damage upon impact. 

Iron Lurch: Burn iron to instantly pull yourself 5/10/15 meters towards a target, closing the distance.

Iron Anchor: Burn iron to anchor yourself to nearby metals, increasing your size category by 1. This can be toggled on and off for free. This only increases size and weight and does not have the associated benefits of spells like Enlarge.

Iron Redirection: Burn iron to project an aura that protects nearby allies. By using a reaction and a metal reserve, redirect ranged weapon attacks towards your shield. Reduce the damage taken from a redirected attack by 1d4 + Dexterity Modifier.

Iron Disarm: Burn iron to yank the weapon from the target’s grip, disarming them with a swift pull.


Steel
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Steel Push: Burn steel to push a target 5/10/15 meters away. If the target is not an ally, deal 1d4/1d8/1d12 + Wisdom Modifier damage upon impact.

Steel Boost: Burn steel to push away from a target, propelling yourself 5/10/15 meters in the opposite direction.

Coin Shot: Burn steel to propel a metal coin towards up to 1/2/3 target(s), dealing 1d4/1d6/1d8 + Wisdom Modifier piercing damage. Gain an additional die of damage at level 5, 11, and 17.

Steel Jump: Burn steel to enhance your jumps. By pushing against metals on the ground, triple your jumping distance.


Tin
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Tineye: Burn tin to heighten all your senses, allowing you to perceive the world with extraordinary clarity, even in darkness. You gain 12/24/48 meters of darkvision and 3/6/12 bonus Perception. However, if you are blinded while burning tin, your senses become overwhelmed, and you must make a DC 13/16/20 Constitution saving throw or become stunned for 1/1/2 turns. You are also immune to surprise.


Pewter
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Pewter Enhance: Burn pewter to temporarily increase physical strength and resilience. Gain a 1/2/4 bonus to Dexterity, Constitution, and Strength saving throws as well as attack rolls. Heal 5/10/15 on activation and at the start of every turn. Additionally, you reduce all Piercing, Bludgeoning, and Slashing damage taken by 3/5/10. After you stop burning pewter, you take 1/2/4 damage for each hit taken while burning Pewter.

Pewter Arm: Burn pewter to enhance the force of your melee attacks for 1 turn, increasing the damage by your Wisdom Modifier.

Pewter Endurance: Burn pewter to gain 5/10/20 + Wisdom Modifier temporary hit points to sustain incoming damage.


Zinc
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Spellcasting ability for Zinc abilities is Charisma.

Riot Terror: Burn zinc to temporarily riot a creature's fear after you perform a weapon attack, possibly frightening the creature.

Riot Anxiety: Burn zinc to temporarily riot the anxiety of up to 3 creatures, reducing Wisdom saving throws by 1/2/3.

Riot Anger: Burn zinc to temporarily riot the anger and recklessness of up to 3 creatures, increasing attack rolls by 1/2/3 and reducing AC by 1/2/3.

Riot Friendship: Burn zinc to temporarily riot feelings of camaraderie in a non-hostile creature to gain advantage on Charisma checks against the creature.


Brass
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Spellcasting ability for Brass abilities is Charisma.

Soothe Hatred: Burn brass to temporarily soothe away a creature's hatred after you perform a weapon attack, possibly charming the creature.

Soothe Stress: Burn brass to temporarily soothe away the stress of up to 3 creatures, increasing Wisdom saving throws by 1/2/3.

Soothe Confidence: Burn brass to temporarily soothe away confidence from up to 3 creatures, making them more wary and cautious. Reduce attack rolls by 1/2/3 and increase AC by 1/2/3.

Soothe Attention: Burn brass to temporarily soothe away the focus and attention of up to 3 non-hostile creatures, reducing their peripheral vision and vision range.


Copper
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Copper Nondetection: Burn copper to create a coppercloud to hide nearby allies from divination magic and prevent them from being targeted by divination spells.

Copper Guard: Burn copper to create a coppercloud to provide nearby allies an advantage against emotion altering statuses like charm and frighten.


Bronze
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Bronze Detect Magic: Burn bronze to sense the presence of magic in the area. You can fully focus on a creature possessing the ability to cast spells, preventing it from becoming hidden or invisible while its magic can be detected.

Bronze Detect Evil and Good: Burn bronze to detect the presence of aberrations, celestials, elementals, fey, fiends and undead in the area, preventing them from hiding or becoming invisible.

Bronze Sense Invisibility: Burn bronze to see invisible creatures, and possibly reveal them to others.


Gold
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Alter Fighting Style: Burn gold to glimpse shadows of alternate selves who chose different Fighting Styles. Shift into the mindset of one of these shadows to change your Fighting Style. Doing so is mentally taxing and you will take 1d12 psychic damage.

Alter Weapon Training: Burn gold to glimpse shadows of alternate selves who trained with different weapons. Embrace the mindset of one of these shadows to gain proficiency with that weapon. Doing so is mentally taxing and you will take 1d12 damage.


Electrum
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Electrum Dodge: Burn electrum to glimpse shadows of your actions a few seconds into the future. Using this information, gain advantage on attack rolls against you and you have advantage on Dexterity saving throws.

Electrum Disengage: Burn electrum to see shadows of your movement a few seconds into the future. Using this information, you see potential attacks before they happen and avoid all opportunity attacks while moving.


Bendalloy
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Bendalloy Bubble: Burn bendalloy to create a 3/5 meter radius time bubble that speeds up time and applies haste to all creatures inside the bubble. Any creatures that leave the bubble must pass a DC 14 Wisdom saving throw or become lethargic. The bubble's surface heavily decreases the accuracy of attacks that pass through.


Cadmium
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Cadmium Bubble: Burn cadmium to create a 4/6 meter radius time bubble that slows down time and applies slow to all creatures inside the bubble. Any creatures that leave the bubble must pass a DC 14 Wisdom saving throw or become lethargic. The bubble's surface heavily decreases the accuracy of attacks that pass through.


Aluminum
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Aluminum Purge: Burn aluminum to immediately remove all your Metal Reserves. This also removes any magical curses affecting you.


Chromium
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Chromium Negate: Burn chromium to touch a nearby creature and try to stop the spell being cast. If the spell is higher level than 1/2/4, you must roll to prevent it.

Chromium Leach: Burn chromium to drain away a nearby creature's magic with a touch, depleting a spell slot of level 1/3/6 or lower.


Nicrosil
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Nicrosil Infuse: Burn nicrosil to touch a nearby creature that recently cast a spell, causing them to involuntarily erupt with magical energy. The effect varies based on the spell school and metal reserves(2/4) used. You have 2 turns after the spell is cast to activate this ability on them.

Nicrosil Boost: Burn nicrosil and touch a nearby ally that has recently cast a spell. Their next spell from the same school can be Twinned/Tripled, targeting one/two additional creature(s). Casting this spell requires both an Action and a Bonus Action. This effect can only be applied to spells of 6th level or lower. This ability consumes 6/10 Metal Reserves.


Duralumin
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Burn Duralumin alongside another metal, amplify the effects of that metal to achieve powerful feats of Allomancy. In exchange, all reserves of the chosen metal are consumed, rendering you unable to use that metal until your next long rest. All of these abilities consume 10 Metal Reserves.

Iron Pull (Duralumin-Enhanced): By burning iron with duralumin, dramatically increase the power of your pull, drawing all enemies in range 15m towards you.

Steel Shove (Duralumin-Enhanced): By burning steel with duralumin, dramatically increase the power of your shove, pushing all enemies in range 15m away from you.

Coin Shot (Duralumin-Enhanced): By burning steel with duralumin, dramatically increase the power of your coin shot, propelling metal coins towards up to 6 targets, dealing 1d12 + Wisdom Modifier piercing damage per coin. Gain an additional die of damage at level 5, 11, and 17.

Pewter Enhance (Duralumin-Enhanced): By burning pewter with duralumin, dramatically enhance your physical abilities for one turn. You gain an additional action and the Pewter arm buff. Additionally, gain advantage to Strength, Dexterity, and Constitution saving throws and attack rolls. Heal for 50 hit points and become immune to Piercing, Slashing, and Bludgeoning damage.

Soothe Emotions (Duralumin-Enhanced): By burning brass with duralumin, dramatically enhance your ability to soothe emotions. All enemies in range become pacified and emotionless by you and unable to take hostile actions.

Chromium Leach (Duralumin-Enhanced): By burning chromium with duralumin, dramatically enhance your leeching power. Drain all spell slots from the target upon contact.

Cadmium Bubble (Duralumin-Enhanced): By burning cadmium with duralumin, dramatically decrease the speed of time in your time bubble. Create a 6m cadmium bubble that lasts 3 turns. All creatures inside the bubbles are affected by Time Stop. The bubble's surface heavily decreases the accuracy of attacks that pass through.

Bendalloy Bubble (Duralumin-Enhanced): By burning bendalloy with duralumin, dramatically increase the speed of time in your time bubble. Create a 5m bendalloy bubble that lasts 3 turns. All creatures outside the bubbles are affected by Time Stop. The bubble's surface heavily decreases the accuracy of attacks that pass through.


Future Plans
  • Balancing: I am not experienced with balance. In some cases, I've prioritized flavor over balance, so there are definitely metals in here that are overpowered. In any case, I would love to have this class be more balanced, so any feedback is greatly appreciated. 
  • Icons: I not completely satisfied with the icons I've made for the spells. I might go back and redo or recolor some of them later.
  • (maybe) Items: I'm thinking about creating some Mistborn specific items and commissioning a Mistcloak for the mod, but that depends on how popular it becomes.
  • (maybe) Another subclass: I have some ideas for a Soul Allomancer subclass using DnD specific metals, but that will depend on how well this mod does.
  • No plans at the moment to port to toolkit. Maybe when there are better tools for toolkit conversion.

Credits
  • Thanks to Brandon Sanderson for his wonderful Mistborn series that inspired this mod!
  • This mod is inspired by this homebrew as well as many of the Mistborn homebrews posted on the UnearthedArcana subreddit.
  • Norbyte, for the Script Extender
  • Thanks to the folks over at the Larian official Discord that answered all my questions (Lunisole, Juum, Muffin, veenab, and many many others). Please check out their mods! 
  • Class and subclass icons are done by labotor.