Compendium
Rules Reference
The complete game mechanics of the Cosmere RPG — weapon traits, armor traits, conditions, actions, and core mechanics. Your single source of truth.
swordsWeapon Traits(15)
Cumbersome
Requires a minimum Strength score to wield effectively. If your Strength is too low, you suffer disadvantage on attacks and become Slowed.
Dangerous
The GM can spend Complication to cause you to accidentally graze a nearby ally, dealing graze damage.
Deadly
On a hit, you can spend Opportunity to immediately inflict an injury on the target.
Defensive
Allows you to use the Brace action without needing nearby cover.
Discreet
Easier to hide and keep in secure settings. Grants advantage on tests to disguise, conceal, or retain this weapon.
Fragile
The GM can spend Complication to break this weapon after an attack is resolved.
Indirect
Can arc shots over cover and obscuring terrain. Targets cannot benefit from Brace against this weapon.
Loaded
Stores ammunition equal to [X]. Spend 1 ammo per ranged attack; reload as a free action. GM can spend Complication to reduce ammo to one shot.
Momentum
Gain advantage on the attack if you moved at least 10 feet in a straight line toward the target this turn.
Offhand
Costs only 1 focus (instead of 2) to Strike with this weapon when wielded in your offhand.
Pierce
This weapon's damage ignores the target's deflect value entirely.
Quickdraw
You can draw this weapon as a free action using Interact.
Thrown
Can be thrown as a ranged attack with short/long range brackets. Disadvantage beyond short range; weapon is lost until recovered.
Two-Handed
Must be wielded in two hands. Uses both hands when attacking.
Unique
This weapon has special rules detailed in its description or the Weapons table.
shieldArmor Traits(4)
Cumbersome [X]
Requires a minimum Strength score equal to the number in brackets, or you become Slowed and gain a disadvantage on Speed-based tests.
Dangerous
The GM can spend Complication to cause your uncontrolled motion to injure a nearby ally for 2d6 impact damage.
Presentable
This unobtrusive armor can be worn in public without drawing attention or penalizing social tests.
Unique
This armor has special rules detailed in its entry in the Armor table.
reportConditions(14)
Afflicted
You slowly take damage over time from an ongoing harmful effect.
Determined
When you fail a test, you can add an Opportunity to the result, then remove this condition.
Disoriented
Your senses are disrupted. You can't use reactions, your senses count as obscured, and Perception tests gain a disadvantage.
Empowered
Gained when a Knight Radiant swears an Ideal. You gain an advantage on all tests and your Investiture refills each turn.
Enhanced
One of your attributes temporarily increases. Cumulative -- multiple attributes can be Enhanced at once.
Exhausted
You feel fatigued. Apply a penalty to all test results; the penalty reduces by 1 after each long rest.
Focused
You are engaged and intent on your task. Abilities that cost focus have their cost reduced by 1.
Immobilized
Your movement rate becomes 0. You can't move or be moved by other effects.
Prone
You are lying flat on the ground. You are Slowed and melee attacks against you gain an advantage.
Restrained
Your movement rate becomes 0. You gain a disadvantage on all tests other than those to escape.
Slowed
Your movement rate is halved. If Slowed mid-movement, halve remaining movement (rounded up).
Stunned
In combat, you lose reactions and gain two fewer actions. Out of combat, you move and react slower.
Surprised
You lose reactions, can't take a fast turn, and gain one fewer action. Removed after your next turn.
Unconscious
Your movement rate becomes 0. You can't move, communicate, or interact, and you're unaware of your surroundings.
boltActions(10)
Brace
Hide behind nearby cover to impose a disadvantage on all attacks against you, lasting until you attack or move.
Disengage
Carefully step 5 feet away from an enemy without triggering Reactive Strikes.
Dodge
Use your reaction to attempt to evade an incoming attack.
Gain Advantage
Use a skill to seek the upper hand, granting an advantage on your next test against that enemy with a different skill.
Grapple
Make an Athletics test to restrain a character within reach until they escape or you lose consciousness.
Interact
Quickly interact with a reachable object as a free action — open doors, draw weapons, pick up items. Usable multiple times per turn.
Move
Move up to your movement rate. Crawling, climbing, swimming, or stealth movement makes you Slowed. Usable multiple times per turn.
Ready
Prepare a triggered response: choose a trigger and an action to use when it occurs before your next turn.
Strike
Attack a target's Physical defense with an unarmed attack or weapon. Usable multiple times per turn with different hands; offhand costs 2 focus.
Use a Skill
Spend an action to use a skill creatively on the battlefield — search, hide, treat wounds, and more.
casinoCore Mechanics(16)
Deflect
A defensive value from armor that reduces incoming impact, keen, and energy damage, but not spirit or vital damage.
Keen Damage
Slashing and piercing damage from bladed weapons and arrows, reduced by the target's deflect value.
Impact Damage
Blunt force damage from hammers, maces, falls, and crushing, reduced by the target's deflect value.
Energy Damage
Damage from fire, lightning, extreme cold, and other elemental forces, reduced by the target's deflect value.
Spirit Damage
Damage that affects the soul directly, bypassing physical armor. Primarily dealt by Shardblades and not reduced by deflect unless Invested.
Vital Damage
Internal damage from poison, disease, and similar effects that is not reduced by deflect.
Melee Range
Attack a target within your reach (usually 5 feet) with a melee weapon. Some weapons extend reach with Melee [+X].
Ranged Attacks
Fire at targets within short/long range. Attacks beyond short range or within an enemy's reach gain a disadvantage. Firing near allies raises Complication stakes.
Opportunity
A positive outcome on a d20 roll of 20 that can be spent for extra benefits, including triggering weapon effects like Deadly.
Complication
A negative twist on a d20 roll of 1 that the GM can spend for narrative consequences, even on a successful test.
Advantage
Roll an additional d20 and use the higher result. Multiple advantages stack; advantages and disadvantages cancel one-for-one.
Disadvantage
Roll an additional d20 and use the lower result. Multiple disadvantages stack; advantages and disadvantages cancel one-for-one.
Skill Test
The core resolution mechanic: roll 1d20 + skill modifier against a DC or defense. Meet or exceed to succeed.
Health
Your hit points. When reduced to 0, you suffer an injury and become Unconscious. Base health = 10 + Strength + bonuses.
Focus
A resource spent to activate special abilities and talents. Maximum = 2 + Willpower + bonuses. Recovered during rests.
Investiture
The magical energy of Radiants, drawn from Stormlight in spheres. Used to fuel surges and Radiant abilities.