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Mistwalker


Hit Points

Hit Dice: d6 per Mistwalker level
Hit Points at first Level: 1d6 + Constitution Modifier
Hit Points at Higher Levels: 1d6 + Constitution Modifier

Proficiences

Armor: Light Armor
Weapons: Simple Weapons
Tools: Disguise Kit, Thieves Tools, and one of your choosing
Saving Throws: Constitution, and Dexterity
Skills: Acrobatics, Stealth, and one of your choosing

Overview & Creation

The Mistwalker's were of the humanoid creatures that survived The Harrowing. Beings who gained immense powers because of their dance with death. Normal folk fear them, and they can sense the presence of other Mistwalkers. The mist have set them apart, but clouded them from their past.


Class Features

Mutation of the Mistwalker: This feature comes from the powers a Mistwalker was exposed to in their interactions with The Harrowing. Mistwalkers gain Allomancy, see spell casting. Mistwalkers also gain the ability to wear normal clothes as armor. Taking this option gives the Mistwalker an armor class of 7 + double their Dexterity modifier. This also means if the Mistwalker takes a hit, the attacker gets to add 1d4 damage dice onto their damage roll. This 1d4 dice is added onto every damage dice the attacker rolls, so if they roll t d8s they are also able to roll 3d4s
Allomancy Table:

Lvl/Metal slots Copper Iron Silver Gold Platinum
Level 1 2 - - - -
Level 2 2 - - - -
Level 3 3 - - - -
Level 4 3 1 - - -
Level 5 3 1 - - -
Level 6 3 2 - - -
Level 7 3 2 - - -
Level 8 4 2 1 - -
Level 9 4 2 1 - -
Level 10 4 3 2 - -
Level 11 4 3 2 - -
Level 12 4 3 2 1 -
Level 13 4 3 2 1 -
Level 14 4 4 3 2 -
Level 15 4 4 3 2 -
Level 16 5 4 3 2 1
Level 18 5 4 3 2 1
Level 19 6 4 3 2 1
Level 20 6 5 4 3 2

Flaring: The Mistwalker has the ability to flare all of their Allomantic powers. This can be done as many times as shown in the table above at each level. Flaring a metal gives the user a burst of Allomantic abilities that push the boundaries of their Humanoid form beyond that of normal. Once each flare spot has been used the Allomantic abilities, including the passive abilities, are lost to the Mistwalker, due to their overuse of their Allomantic abilities. In order to restore the slots the Mistwalker must perform a long rest.

 


Starting Equipment

  • Padded, Leather, or Common Clothes
  • 2 simple weapons of choice and a sling, or a hand crossbow and one simple weapon of choice
  • a Burglar's pack, or a Dungeoneer's pack
  • a coin pouch with 5 pieces of Iron, Copper, Silver, and Gold. And 3 smaller pouches containing a mix of metal powders.

 


Spellcasting

Copper Manipulation: At the first level, Mistwalkers gain the ability to manipulate objects by flaring metals in their system. Copper casting is the ability to manipulate metal objects at will by either pushing or pulling them towards the user. If a copper piece is consumed the metal can be flared to become stronger, allowing for the user to physically push themselves off the ground, away, or pull themselves toward a metal piece. This flaring effect lasts for 1 minute at a time. Their needs to be a strength check against the weight of the caster if they're trying to pull or push on something. For example, a heavy dwarf would have great difficulty pushing himself off of the ground away from a metal handle on a wooden door. The door would have to be able to hold his weight causing the object to do a strength check against the user. Copper Manipulation uses your constitution modifier on casting checks.
Iron Manipulation: At level 4, Mistwalkers gain the ability to manipulate Iron. Iron strengthens the Mistwalkers muscles and bones, allowing the Mistwalker to add 1d4 damage roll to any melee damage it makes. This also allows for the Mistwalker to gain proficiency in Strength Saving throws. If an Iron piece is consumed the Mistwalker gains the ability to flare Iron for 1 minute. Flaring Iron gives the Mistwalker advantage on Strength based rolls. Flaring also allows for the Mistwalkers original 1d4 damage bonus to turn into a 1d8 damage bonus for the time on the flare.
Silver Manipulation: At level 8, Mistwalkers gain the ability to manipulate silver. Silver manipulation heightens the senses. Silver manipulation allows the Mistwalker to add 1d4 to all wisdom rolls. Consuming a Silver piece gives the Mistwalker the ability to flare silver. This gives the Mistwalker advantage on Perception, Survival, and Insight rolls in adition to the 1d4 bonus on top. This flaring ability lasts for 1 hour.
Gold Manipulation: At level 12, Mistwalkers gain the ability to manipulate Gold. Gold Manipulation heightens the speed of a Mistwalker. The passive movement on a Mistwalker increases by 10 ft. Dexterity checks get a bonus 1d4 added on. When a Gold piece is consumed, the Mistwalker gains the ability to flare Gold. This means the Mistwalker gains dodge, all attackers have disadvantage on attacks toward the Mistwalker. This lasts for 1 minute.
Platinum Manipulation: At level 16, Mistwalkers gain the ability to manipulate Platinum. Platinum manipulation is does not have any passive abilities. Platinum manipulation is only activated when a Platinum Piece is consumed. Consuming a Platinum Piece allows for the Mistwalker to flare Platinum. While flaring Platinum, a Mistwalker gains the ability to manipulate time for 18 seconds. Flaring Platinum means a Mistwalker cannot be hit. Any attack made by a Mistwalker during the flaring period has advantage, and the Mistwalker gains a bonus action. If at the start of the flare the Mistwalker decides to burst their magic, they consume the whole of the flare time, but in doing this they stop time. In this stopped time the Mistwalker can make a turn for three whole rounds. This means that the Mistwalker can make 3 movements, 3 attacks, and 3 bonus actions. There is no disengage disadvantage and no creature can have a reaction. All attacks made in stop time have advantage. Effects do not come through until after stopped time has finished, meaning if a poison or spell is used in stopped time the saving throws would come after stopped time and at a disadvantage.


Subclass Options

Foggy History: The Mistwalkers were not always mutated, there was once a time where the Mistwalkers were normal people too. Due to the powers of The Harrowing, Mistwalkers have lost part of themselves in the mist. They retain some portion of their abilities before the mist however.
Spell Casting Background: You have the ability to cast Warlock, Wizard, or Sorcerer spells based on this table.

Level/Spells Cantrips 1st 2nd 3rd 4th 5th
Level 1 2 - - - - -
Level 2 2 1 - - - -
Level 3 2 1 - - - -
Level 4 2 2 - - - -
Level 5 2 2 - - - -
Level 6 3 2 - - - -
Level 7 3 2 1 - - -
Level 8 3 2 1 - - -
Level 9 3 3 2 - - -
Level 10 4 3 2 - - -
Level 11 4 3 2 1 - -
Level 12 4 4 3 1 - -
Level 14 4 4 3 2 1 -
Level 16 5 4 3 2 2 1
Level 18 6 4 3 2 2 1

 


Created by

Fidipides.

Statblock Type

Class Features

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