Misting Races v0.1

Misting Races

Inspired by my Mistborn class, these races are essentially variant humans that were born with one of the six Allomantic Powers.

v0.1 GM Binder link.

Pewterarm – Enhances Strength, Speed, and Durability.
Tineye – Enhances the 5 senses.
Coinpush – Pushes metal.
Lurcher – Pulls metal.
Rioter – Inflames emotion.
Soother – Suppresses emotion.

All misting humans can speak, read, or write Common.

Pewterarm Human

Pewterarm humans are endowed with greater strength or speed, durability, and self-recovery.

Ability Score Increase. Your Strength or Dexterity score increases by 1, and your Constitution score increases by 1.

Age. Same as normal human’s, though life expectancy can be expected to be a bit shorter due to tendency towards more physically dangerous occupations.

Size. Pewterarm humans tend to be more robust and thick around the chest. Your size is medium.

Speed. Your base walking speed is 35 feet.

Physical Aptitude. You have proficiency in Athletics or Acrobatics.

Pewter Defense. While you are conscious and not wearing armor nor wielding a shield, your AC equals 10 + your Strength modifier + your Dexterity modifier.

Pewterflare. You can as a bonus action, or as a reaction to taking damage, gain resistance to all damage types except psychic including the triggering damage, and your size category increases by 1 for the purposes of lifting, pushing, and pulling. This lasts until the end of your next turn. Once you use this ability, you cannot do so again until the end of your next long rest.


Tineye Human

Tineye humans are endowed with enhanced senses and sensitivity.

Ability Score Increase. Your Wisdom and Intelligence scores increase by 1.

Age. Same as normal human’s, though life expectancy can be expected to be a bit longer due to being able to sense and avoid danger more quickly.

Size. Tineye humans tend to be lean and hunched over due to spending long periods of time observing their surroundings. Your size is medium.

Speed. Your base walking speed is 30 feet.

Sensitivity. You have proficiency in Perception.

Alert to Danger. You remain alert to danger even while engaged in other activity, and have advantage on initiative rolls.

Tinflare. As a Bonus Action on your turn, you can gain darkvision out to 60 ft., and advantage on all Perception checks. If you already have darkvision, then your range increases by an additional 30 ft. You also take 2 additional damage from all types except psychic. This lasts for as long as you maintain concentration, up to 1 minute. You can end this ability any time during your turn (no action required by you). Once you use this ability, you cannot do so again until the end of your next long rest.


Coinshot Human

Coinshot humans have the ability to push metal with their minds.

Ability Score Increase. Your Dexterity and Charisma scores increase by 1.

Age. Same as normal human’s.

Size. Coinshot humans tend to hold their chins up high and puff out their chests. Your size is medium.

Speed. Your base walking speed is 30 feet.

Acrobat. You have proficiency in Acrobatics.

Steelpush. When you take the Attack action, you can forgo any one of your attacks to instead push a metal source within 30 feet of you. If the object weighs more than you do, you are instead pushed away from it. Unless stated otherwise, you can push or be pushed up to 10 ft. If the metal is being worn or carried, the creature carrying it can attempt a Strength saving throw against a DC equal to 8 + your proficiency bonus + your STR modifier.

Coinshot. If the metal being pushed weighs 1 lb or less and not being worn or carried, you can make a ranged weapon attack with it in a straight line directly away from you against a single creature. Your attack bonus for this attack equals 2 + your proficiency bonus and deals 1d8 + 2 piercing damage on a hit. The attack and damage bonuses increase by 1 at 3rd (3), 9th (4), and 17th (5) level.

Mistfly: You can as a bonus action push on metal that is not being worn or carried. You cannot make an attack using this feature.


Lurcher Human

Lurcher humans have the ability to pull on metal with their minds.

Ability Score Increase. Your Strength and Wisdom or Intelligence scores increase by 1.

Age. Same as normal human’s.

Size. Lurcher humans tend to keep their heads down and maintain a low profile. Your size is medium.

Speed. Your base walking speed is 30 feet.

Anchored. You have advantage on checks that would forcibly move you.

Shield-wielder. You have proficiency in shields.

Ironpull. When you take the Attack action, you can forgo any one of your attacks to instead pull a metal source within 30 feet of you. If the object weighs more than you do, you are instead pulled towards it. Unless stated otherwise, you can push or be pushed up to 10 ft. If the metal is being worn or carried, the creature carrying it can attempt a Strength saving throw against a DC equal to 8 + your proficiency bonus + your STR modifier.

Lurcher. If a projectile with metal in it is shot or thrown at a creature within 30 feet of you, you can as a Reaction pull on that metal, causing the attack to be redirected towards you. You must choose to do this before the attack is rolled. The attack roll is then applied to you. If when you do this you are wielding a shield, you can have the attack be rolled with disadvantage.

Mistfly. You can as a bonus action pull on metal that is not being worn or carried. You cannot make an attack using this feature.


Rioter Human

Rioter humans have the ability to pull on creatures’ emotions, inflaming them.

Ability Score Increase. Your Wisdom and Charisma scores increase by 1.

Age. Same as normal human’s.

Size. Rioter humans tend to stand up tall and lean forward. Your size is medium.

Speed. Your base walking speed is 30 feet.

Behaviorologist. You have proficiency in Insight and Deception or Persuasion.

Zincpull. As an Action, choose a creature other than yourself within 30 feet of you. For as long as you maintain concentration, creatures gain advantage on charisma checks against the target that rely on the intensity of either joy, anger, or fear. When a target suspects their emotions are being manipulated, or at the end of each of its turns in combat, it can make a Wisdom saving throw against a DC 8 + your Proficiency Bonus + your Wisdom or Charisma modifier. On a success, it becomes aware of the manipulation’s source, can choose to end the ability’s effect on them, and can’t be the target of this ability again for the next hour or unless it allows it.


Soother Human

Soother humans have the ability to push on a creature’s emotions, suppressing them.

Ability Score Increase. Your Wisdom and Charisma scores increase by 1.

Age. Same as normal human’s.

Size. Soother humans tend to lean back. Your size is medium.

Speed. Your base walking speed is 30 feet.

Behaviorologist. You have proficiency in Insight and Deception or Persuasion.

Brasspush. As an Action, choose a creature other than yourself within 30 feet of you. For as long as you maintain concentration, creatures gain advantage on charisma checks against the target that rely on the suppression of either joy, anger, or fear. When a target suspects their emotions are being manipulated, or at the end of each of its turns in combat, it can make a Wisdom saving throw against a DC 8 + your Proficiency Bonus + your Wisdom or Intelligence modifier. On a success, it becomes aware of the manipulation’s source, can choose to end the ability’s effect on them, and can’t be the target of this ability again for the next hour or unless it allows it.

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