
Compendium
Equipment
Weapons, armor, and gear of Roshar. Browse the armory, study the stats, and plan your loadout.
swordsWeapons

Javelin
content_cutKeen Damage
Rapier
content_cutKeen Damage
Shortspear
content_cutKeen Damage
Sidesword
content_cutKeen Damage
Staff
gavelImpact Damage
Shortbow
content_cutKeen Damage
Sling
gavelImpact Damage
Greatsword
content_cutKeen Damage
Hammer
gavelImpact Damage
Longspear
content_cutKeen Damage
Longsword
content_cutKeen Damage
Poleaxe
content_cutKeen Damage
Shield
gavelImpact Damage
Crossbow
content_cutKeen Damage
Longbow
content_cutKeen Damageauto_awesomeSpecial Weapons
shieldArmor
inventory_2Equipment

Alcohol (1 serving)
Wine, beer, mudbeer, cider, or other regional drink.

Alcohol (bottle)
A full bottle of wine or spirits.

Anesthetic (5 doses)
auto_awesomeApply after a rest to reduce an injury's recovery time by 1d4 days. Once per injury per day.

Antiseptic, potent (5 doses)
auto_awesomeApply after a short rest to restore 2d6 health.

Antiseptic, weak (5 doses)
auto_awesomeApply after a short rest to restore 1d6 health.

Backpack
A standard pack for carrying gear.

Barrel
A large storage container.

Blanket
A simple blanket for warmth.

Book (reference)
auto_awesomeGrants expertise in its topic when referenced during a related Intellect test.

Bottle (crem)
A container made of dried crem.

Bottle (glass)
A glass container.

Bucket
A standard bucket.

Candle
auto_awesomeSheds light in a 15-foot radius for up to 6 hours.

Case (leather)
Stores up to 10 pages and protects them from weather.

Chain, thick (10 feet)
auto_awesomeBroken with DC 30 Athletics or 15 damage.

Chain, thin (1 foot)
auto_awesomeBroken with DC 20 Athletics or 5 damage.

Chest
A large storage chest.

Clothing (common)
auto_awesomeAdvantage on tests to appear lower class.

Clothing (fine)
auto_awesomeAdvantage on tests to appear upper class.

Clothing (ragged)
auto_awesomeAdvantage on tests to appear destitute.

Crowbar
auto_awesomeAdvantage on Athletics tests where leverage helps.

Ear Trumpet
auto_awesomeDistant sounds perceived as though at half distance.

Flask or Tankard
A drinking vessel.

Flint and Steel
auto_awesomeLight abundant fuel within reach as a free action.

Food, ration (1 day)
Preserved travel food like jerky and hard-baked lavis cakes.

Food, street (1 day)
Local street food like chouta or bread.

Food, fine (1 day)
High-class restaurant or noble feast fare.

Grappling Hook
auto_awesomeAdvantage on Acrobatics/Athletics to climb when anchored. Throw to 20 ft with Athletics/Agility test.

Hammer (handheld)
A small utility hammer.

Ink (1-ounce bottle)
A bottle of writing ink.

Ink Pen
A writing pen.

Jug or Pitcher
A container for liquids.

Ladder (10-foot)
A wooden ladder.

Lantern (oil)
auto_awesomeSheds light in a 30-foot radius for up to 6 hours per pint of oil.

Lantern (sphere)
auto_awesomeLocked cage for infused spheres. Light radius: 60 ft (full), 30 ft (half), 15 ft (quarter), 5 ft (1+ mark).

Lock and Key
auto_awesomeOpened with key or DC 20 Thievery.

Lockpick
auto_awesomeAdvantage on Thievery tests to pick locks. GM can spend Complication to break it.

Magnifying Lens
auto_awesomeAdvantage on tests to appraise or inspect small/detailed items.

Manacles
auto_awesomeBind wrists/ankles. Escape: DC 25 Agility. Break: DC 25 Athletics or 15 damage. Pick: DC 20 Thievery.

Mirror (handheld)
A small mirror.

Musical Instrument
auto_awesomePerformance quality via skill test. Advantage with instrument expertise.

Net (hunting)
auto_awesomeAthletics test vs Physical defense within 15 ft. On hit: Restrained and Prone. DC 15 Athletics to free.

Net (fishing)
auto_awesomeAdvantage on physical tests related to fishing.

Oil (1 flask)
auto_awesomeFuel for oil lanterns. Flammable — can coat a target as improvised weapon (sling).

Paper or Parchment (1 sheet)
A sheet of writing material.

Perfume (1 vial)
A vial of fragrance.

Pick (mining)
A mining tool.

Poison, weak (1 dose)
auto_awesomeDC 12 Athletics or 1d6 vital damage.

Poison, effectual (1 dose)
auto_awesomeDC 14 Athletics or 2d8 vital damage and Stunned 1 hour.

Poison, potent (1 dose)
auto_awesomeDC 16 Athletics or 3d10 vital damage and Stunned + Immobilized 1 hour.

Pot (iron)
An iron cooking pot.

Pouch
A small container for spheres or small items.

Pulley System
A mechanical pulley for lifting.

Rope (50 feet)
Sturdy rope useful for climbing, binding, and more.

Sack
A simple bag.

Scale
A set of measuring scales.

Shovel
A digging tool.

Soap
A bar of soap.

Spyglass
A telescope for viewing at a distance.

Surgical Supplies
Medical tools for surgery and treatment.

Tent (two-person)
A shelter for two people.

Treatment, medical (1 dose)
auto_awesomeA dose of medical treatment.

Tuning Fork
Used for tuning instruments and fabrial crafting.

Unencased Gem (infused)
auto_awesomeCan recharge items with 1 charge. Consumed on use.

Vial (glass)
A small glass container.

Waterskin
Carries water. Weight listed is empty.

Wax (1 block)
A block of sealing wax.

Whetstone
Used to sharpen blades.







