Logo
Iron Oath Studio - Dev
Report a Bug 🐛
Tell us what went wrong and we'll get it fixed.
Title
Description
Logo
Iron Oath Studio - Dev
SEARCH
WEAPONS
NAME
DAMAGE
SKILL
RANGE
TRAITS
EXPERT TRAITS
COST
Javelin
1d6 keen
Light Weaponry
Melee
Thrown [30/120]
Indirect
20 mk
Knife
1d4 keen
Light Weaponry
Melee
Discreet
Offhand, Thrown [20/60]
8 mk
Mace
1d6 impact
Light Weaponry
Melee
Momentum
20 mk
Rapier
1d6 keen
Light Weaponry
Melee
Quickdraw
Defensive
100 mk
Shortspear
1d8 keen
Light Weaponry
Melee
Two-Handed
Unique: loses Two-Handed trait
10 mk
Sidesword
1d6 keen
Light Weaponry
Melee
Quickdraw
Offhand
40 mk
Staff
1d6 impact
Light Weaponry
Melee
Discreet, Two-Handed
Defensive
1 mk
Shortbow
1d6 keen
Light Weaponry
Ranged [80/320]
Two-Handed
Quickdraw
80 mk
Sling
1d4 impact
Light Weaponry
Ranged [30/120]
Discreet
Indirect
2 mk
Axe
1d6 keen
Heavy Weaponry
Melee
Thrown [20/60]
Offhand
20 mk
Greatsword
1d10 keen
Heavy Weaponry
Melee
Two-Handed
Deadly
200 mk
Hammer
1d10 impact
Heavy Weaponry
Melee
Two-Handed
Momentum
40 mk
Longspear
1d8 keen
Heavy Weaponry
Melee [+5]
Two-Handed
Defensive
15 mk
Longsword
1d8 keen
Heavy Weaponry
Melee
Quickdraw, Two-Handed
Unique: loses Two-Handed trait
60 mk
Poleaxe
1d10 keen
Heavy Weaponry
Melee
Two-Handed
Unique: Melee [+5]
40 mk
Shield
1d4 impact
Heavy Weaponry
Melee
Defensive
Offhand
10 mk
Crossbow
1d8 keen
Heavy Weaponry
Ranged [100/400]
Loaded [1], Two-Handed
Deadly
200 mk
Longbow
1d6 keen
Heavy Weaponry
Ranged [150/600]
Two-Handed
Indirect
100 mk
Unarmed Attack
Unique
Athletics
Melee
Unique
Momentum, Offhand
Half-Shard
2d4 Impact
Heavy Weaponry
Melee
Defensive, Two-Handed, Unique
Momentum
2,000 mk
Shardblade
2d8 spirit
Heavy Weaponry
Melee
Dangerous, Deadly, Unique
Unique: loses Dangerous trait
Reward only
Warhammer
2d10 impact
Heavy Weaponry
Melee
Cumbersome [5], Two-Handed
Unique
400 mk
Grandbow
2d6 keen
Heavy Weaponry
Ranged [200/800]
Cumbersome [5], Two-Handed
Pierce
1,000 mk
ARMOR
NAME
DEFLECT
TRAITS
EXPERT TRAITS
WEIGHT
VALUE
Uniform
0
Presentable
5 lb.
40 mk
Leather
1
Presentable
10 lb.
60 mk
Chain
2
Cumbersome [3]
Unique: loses Cumbersome trait
25 lb.
80 mk
Breastplate
2
Cumbersome [3]
Presentable
30 lb.
120 mk
Half Plate
3
Cumbersome [4]
Unique: Cumbersome [3] instead of Cumbersome [4]
40 lb.
400 mk
Full Plate
4
Cumbersome [5]
55 lb.
1,600 mk
Shardplate
5
Dangerous, Unique
Unique: Loses Dangerous trait
1400 lb.
Reward only
FABRIALS
NAME
CHARGES
DESCRIPTION
VALUE
Alerter
5
While active, an alerter detects the presence of approaching people or objects, blinking if they're within a certain radius. When an alerter is crafted, the creator sets its radius and can tune it to detect certain people, certain materials, the use of certain surges, and similar alerts. An alerter expends 1 charge for each day it's active.
500 mk
Attractor
5
Each attractor is attuned to a particular Essence or material, such as water, smoke, or another Essence. While activated, the fabrial weakly attracts the attuned material within a specific radius. Both the material it attracts and the radius are determined when the attractor is created. The attractor pulls its attuned material toward it at a rate of 1 foot per round, but this has no effect on anything worn or carried by a character. An attractor expends 1 charge for each hour it's active.
750 mk
Clock fabrial
3
Larger clock fabrials can announce the hour when mounted on a building, while smaller versions can be worn as jewelry to allow their wearer to know the exact time. Both types spend 1 charge for every 5 days they're active.
200 mk
Drainer
2
Drainer fabrials can partially drain Stormlight from infused gems to alter the strength of their glow; this is primarily done for aesthetic purposes. You can use an Interact action to touch this fabrial to an Invested or infused object or character. If the fabrial isn't fully charged, the target loses 1 Investiture or charge, and this fabrial gains 1 charge. If the target is an unwilling character (or an object being worn or held by one), you must succeed on an Agility test against that character's Physical defense; on a failure, you don't drain the target and can't try again for 1 minute. Once this fabrial is fully charged, it can be emptied by using a tuning fork, by a Radiant drawing in its Investiture (and regaining an equal amount of Investiture), or by allowing the Investiture to fade over the course of 5 days.
1,000 mk
Emotion bracelet
3
Emotion bracelets blink or change color in the presence of different emotions. The bracelet's wearer can spend 1 charge as a free action to gain an advantage on an Insight test against a character within 10 feet of them.
200 mk
Freechair
0
Freechairs are mobility devices that levitate and move by engaging fabrial components. While freechairs are available for purchase, disabled characters can obtain one for free and don't have to track charges. The operator of a freechair has the same movement rate as other characters (see Speed in chapter 3), and it doesn't require an action to activate.
Free or 800 mk
Heatrial
5
Commonly known as warmers, heatrials generate heat. You can use an Interact action to activate the heatrial or to adjust the radius and intensity of the heat, allowing uses such as gently warming its surroundings or cooking food. If a character touches the gemstone while the heatrial is active, they take 1d6 energy damage. The heatrial expends charges based on what temperature it is set to. For comfortable ambient heat, it expends 1 charge for each day it is active. For temperatures high enough for activities like cooking or blacksmithing, it expends 1 charge for each hour it is active.
50-500 mk
Painrial (amplifying)
3
The amplifying painrial increases a target's sense of pain. It is a melee weapon that uses the Light Weaponry skill and deals 1d6 vital damage. On a hit, you can spend 1 charge to add your skill modifier to the damage one additional time.
750 mk
Painrial (numbing)
3
The numbing painrial decreases the wearer's sense of pain. Before you take damage while wearing the painrial, you can use a reaction and spend 1 charge to reduce the damage by 1d4.
750 mk
Repeller
5
Each repeller is attuned to a particular Essence or material such as water, smoke, or another Essence. While activated, the fabrial weakly pushes away the attuned material within a specific radius. Both the material it repels and the radius are determined when the repeller is created. If the repeller is heavier, it pushes the attuned material away from it at a rate of 1 foot per round, until the material is outside the repeller's radius. If the material is heavier, the repeller instead pushes itself away from the material. This fabrial can't affect anything being worn or carried by a character. A repeller expends 1 charge for each hour it is active.
1,500 mk
Soulcaster
5
Reward only
Spanreed (1 pair)
3
Spanreeds come in pairs, with each reed conjoined to the other, allowing for the bearers of each to communicate over long distances. Each spanreed is a writing utensil with an infused ruby at the top. When one bearer twists the ruby to activate it, their spanreed causes the paired spanreed's ruby to blink, signaling that communication is requested. When the other spanreed bearer is ready, they twist their spanreed's ruby, and the two reeds begin to move in parallel. By taking turns writing, the bearers can conduct written conversations. Both spanreeds must be stationary for them to work, preventing their use on boats, in carriages, and in similar situations. A pair of spanreeds expend 1 charge for every 5 days they are active.
100 mk
Suppressor
2
Suppressors are specialized replications of a much grander construction at the heart of Urithiru, tower city of the Knights Radiant. When activated, this fabrial suppresses the use of surges in a radius of 30 feet. The suppressor can be charged with different types of Light, each one affecting different Surgebinders: When infused with Stormlight, it stops users of Voidlight, and when infused with Voidlight, it stops users of Stormlight. Affected characters in its radius can't use surges or summon Radiant Shardblades or Shardplate. Radiants of the Fourth ideal or higher can attempt to push through this suppression, making a DC 20 test at the start of each round using the appropriate surge skill (no action required); on a success, they can use one action from that surge during that round. A suppressor expends 1 charge for each hour it is active.
Reward only
ADVANCED FABRIALS
NAME
DESCRIPTION
Bindrial (area)
This fabrial causes everything nearby to stick to the ground. As <act1/>, spend 1 charge to activate it, making all objects and characters (other than you) within 5 feet of it become Immobilized. Until deactivated, the fabrial expends 1 charge at the start of each of your turns.
Bindrial (self)
This fabrial allows you to stick your feet or hands to surfaces, climbing nearly anything with ease. As <free/>, spend 1 charge to activate it, granting yourself the ability to climb on any surface for 1 round. You aren't Slowed while climbing in this way, and you can stay in place after that round without spending an additional charge. If the fabrial ever drops to 0 charges, you fall from the surface and take damage from the fall as usual.
Compressor
This fabrial can cause flexible objects it touches to become rigid. As <act1/>, make an Agility test against the Physical defense of a target within your reach. On a success, you can spend 1 or more charges to cause the target to become Slowed and to gain a disadvantage on all physical tests for that many rounds.
Cremrial
This fabrial can cause stone to become as soft as crem. As <act1/>, spend 1 charge and choose a Medium (5-foot) area of stone within reach, turning it into soft clay. At the end of your turn, the area turns back to stone, and enemies in the area must successfully Avoid Danger or become Immobilized (DC 15 Athletics test to escape).
Cultivator
This fabrial can cause plants to grow rapidly. As <act1/>, spend 1 charge to cause any plants it is touching to grow up to Medium (5-foot) size. These plants can be used to block line of effect, create barriers or cover, or create something to climb.
Accelerator
This fabrial reduces your body’s friction. As , spend 1 charge to move up to your movement rate in a straight line.
Armor Augmenter
This fabrial enhances the strength of one non-Invested piece of armor that it is permanently attached to when created. As <act1/>, spend 1 charge to increase the armor’s deflect value by 2 until the end of the scene.
Ascender
This fabrial pulls you through the air. As <free/>, spend 1 charge to activate it and gain a flying rate of 30 feet until the end of your next turn. If the fabrial still has charges after your flying rate ends, you can use <free/> (without spending charges) to hover in place or lower yourself to the ground. If the fabrial drops to 0 charges while you’re aloft, you fall and take damage as usual.
Drainer
This fabrial drains the Stormlight from spheres, other fabrials, and even Radiants. As <act1>, touch this fabrial to an Invested or infused object or character. If the fabrial isn’t fully charged, the target loses 1 Investiture or charge, and this fabrial gains 1 charge. Once fully charged, this fabrial can be emptied with a tuning fork, by a Radiant regaining 1 Investiture per charge, or by allowing the Investiture to fade over 5 days.
Liferial
This fabrial heals wounds. As <act1/>, spend 1 charge to heal yourself or a target within your reach. The target recovers 1d6 health.
Lightrial
This fabrial produces a dazzling burst of light or sound. As <act1/>, make a Deception test against the Cognitive defense of a target within 30 feet of you. On a success, you can spend 1 charge to cause the target to lose 3 focus. On a failure, you can spend 1 charge to cause them to lose 1 focus. If this fabrial reduces the target to 0 focus, they become Disoriented until the end of your next turn.
Painrial (Amplifying/Numbing)
This fabrial stores up pain then unleashes it on a target. It is a melee weapon that uses the Light Weaponry skill and deals 1d6 vital damage. On a hit, you can spend 1 charge to add your skill modifier to the damage one additional time.
Projectile
This experimental device uses a novel combination of fabrial elements to launch a projectile at incredibly high speed. Spend 1 charge to use it as a ranged [30/120] weapon that uses the Light Weaponry skill, has the Offhand trait, and deals 1d10 impact damage.
Disrupter
This fabrial disintegrates objects with a touch. As <act1/>, spend 1 charge to touch this fabrial to a Small (2.5-foot) object. If that object is unattended, you destroy it. If it’s being held or carried by a character, you must make an Agility test against that character’s Physical defense, destroying the object on a success. You can’t use this fabrial on Invested or infused objects.
Surge Fabrial
You’ve discovered how to create a fabrial that can mimic Radiant surgebinding. When you craft this fabrial, choose one Radiant surge. You can use this fabrial to activate that surge, using the surge’s normal rules and activation time, with the following changes: - You can spend charges from this fabrial in place of Investiture for the surge. - If you have no ranks in the corresponding surge skill, consider yourself to have 1 rank for the purpose of determining effects. - When making a test, you can use the corresponding surge skill (if you have that skill) or your Willpower attribute score (without any ranks in a skill). If your non-Radiant character practices with this fabrial long enough, the GM might allow you to invest skill ranks into the corresponding skill when you gain a level, but you can’t use that skill without this fabrial.
GEAR
NAME
DESCRIPTION
VALUE
Alcohol (1 serving)
Every culture of Roshar has its own intoxicating traditions, such as beers, mudbeers, ciders, honu, shiki, juices, and lagers. In Vorin society, almost all forms of alcohol are referred to as wine regardless of their ingredients. Such wines are known by their distinct colors, which are infused into each beverage so they can be distinguished at a glance.
0.5-50 mk
Alcohol (bottle)
Every culture of Roshar has its own intoxicating traditions, such as beers, mudbeers, ciders, honu, shiki, juices, and lagers. In Vorin society, almost all forms of alcohol are referred to as wine regardless of their ingredients. Such wines are known by their distinct colors, which are infused into each beverage so they can be distinguished at a glance.
1-300 mk
Anesthetic (5 doses)
Usually made from fathom bark or winterwort, you can apply a dose of anesthetic ointment to an injury after a short or long rest to reduce its recovery time by 1d4 days. Each injury can be treated with anesthetic only once per day.
75 mk
Antiseptic (potent, 5 doses)
Knobweed milk, fourleaf sap, and lister's oil can all be used to make a strong antiseptic. A dose can be applied to a character after a short rest to restore 2d6 health.
50 mk
Antiseptic (weak, 5 doses)
A dose of weak antiseptic, such as that made from larmic mucus, can be applied to a character after a short rest to restore 1d6 health.
25 mk
Backpack
8 mk
Barrel
15 mk
Blanket
2 mk
Book (reference)
Each reference book contains information on a particular topic, such as a historical era, engineering, biology, architecture, or crafting a particular type of fabrial. When you have time to reference a book while making a related test using your Intellect attribute, you're considered to have an expertise in the topic.
10-500 mk
Bottle (crem)
0.5 mk
Bottle (glass)
1 mk
Bucket
1 mk
Candle
While lit, the candle sheds light in a 15 foot radius. It burns for up to 6 hours before becoming unusable.
0.2 mk
Case (leather)
A sealable, cylindrical case that can store up to ten pages of paper or parchment and protect them from the weather.
4 mk
Chain (thick, 10 feet)
This sturdy chain can be used in securing cargo, shackling prisoners, and other situations where strength is essential. This chain can be broken by succeeding on a DC 30 Athletics test or by dealing 15 damage to it.
20 mk
Chain (thin, 1 foot)
This thin chain is often used in jewelry and Soulcasters, usually made of precious metals in fine links. This chain can be broken by succeeding on a DC 20 Athletics test or by dealing 5 damage to it.
20 mk
Chest
30 mk
Clothing (ragged)
This clothing may have once been of fine or common make, but it's now barely holding together. While wearing these clothes, you gain an advantage on spiritual tests made to convince others you're destitute.
0.5 mk
Clothing (common)
Plain clothes are made of affordable materials and are generally undyed, helping you fit in among the commonfolk. While wearing these clothes, you gain an advantage on spiritual tests made to convince others you're from the lower class.
2 mk
Clothing (fine)
Fine clothes are made of silks or other high quality materials, colored using expensive dyes, and often stitched with fine embroidery. Wearing fine clothes helps you to blend into high society, such as noble banquets, without arousing suspicion. While wearing these clothes, you gain an advantage on spiritual tests made to convince others you're from the upper class.
50-200 mk
Crowbar
You can use a crowbar to gain an advantage on Athletics tests where the crowbar's leverage can be applied.
10 mk
Ear trumpet
Distant sounds heard through an ear trumpet can be perceived as though at half the distance. At the GM's discretion, more powerful ear trumpets may be available at higher values.
50 mk
Flask or tankard
1 mk
Flint and steel
A flint and steel can be used as 1 action to light abundant fuel within reach. Starting a fire under more challenging circumstances can take 1 minute or more. Herdazians often wear a tool called a sparkflicker as jewelry or other ornamentation; they can use this like flint and steel by quickly running their crystalline fingernails along it.
4 mk
Food (ration, 1 day)
Rations are foods created for extended travel, such as jerky and hard baked lavis cakes. They generally lack flavor, but if kept dry, they remain edible indefinitely.
0.2 mk
Food (street, 1 day)
Every culture of Roshar has its own street confections, ranging from loaves of bread to more specific cultural foods like Herdazian chouta.
3 mk
Food (fine, 1 day)
Fine food can be found in high class restaurants and on the tables of nobles' feasts.
25 mk
Grappling hook
A grappling hook is typically attached to the end of a rope to aid in scaling or descending from walls and cliffs. A securely anchored grappling hook grants an advantage on Acrobatics and Athletics tests made to climb using its attached rope. You can use an Interact action to attach the grappling hook to an anchor within reach without making a test. Alternatively, you can throw and attach it to a suitable anchor within 20 feet of you by succeeding on an Athletics or Agility test (DC set by the GM).
10 mk
Hammer (handheld)
4 mk
Ink (1-ounce bottle)
40 mk
Ink pen
0.1 mk
Jug or pitcher
2 mk
Ladder (10-foot)
5 mk
Lantern (oil)
While lit, this lantern sheds light in a 30-foot radius. It burns for up to 6 hours per pint of oil.
20 mk
Lantern (sphere)
This lantern includes a locked cage, usually just under 1 foot in diameter, into which infused spheres can be placed to shed light. Depending on how full the lantern is, it sheds a different radius of light: 60 feet when entirely filled with spheres, 30 feet when half full, 15 feet when quarter-filled, and 5 feet when at least 1 mark or broam is within it. The lock can be opened with its included key or a successful DC 15 Thievery test.
20 mk
Lock and key
This sturdy lock can be opened with its included key or a successful DC 20 Thievery test. At the GM's discretion, locks that require higher DCs may be available at higher values.
50 mk
Lockpick
You can use a lockpick to gain an advantage on Thievery tests made to pick a lock. After this test is resolved, the GM can spend C to cause the lockpick to break.
5 mk
Magnifying lens
You can use a magnifying lens to gain an advantage on skill tests made to appraise or inspect a small or highly detailed item.
400 mk
Manacles
These metal restraints, which come with a key, can bind the wrists or ankles of a Large or smaller character. They can be escaped with a successful DC 25 Agility test, broken by succeeding on a DC 25 Athletics test or by dealing 15 damage to them, or lockpicked by succeeding on a DC 20 Thievery test. At the GM's discretion, manacles that require higher DCs may be available at higher values.
10 mk
Mirror (handheld)
25 mk
Musical instrument
Every culture of Roshar has its preferred instruments and musical stylings. Instruments are often used for enjoyment, passing time, or busking for chips. When playing an instrument, you can determine the quality of your performance by making a skill test using a related skill (such as Agility for a stringed instrument, Athletics for drums, or Discipline for an instrument with many keys). If you have an expertise in that instrument, you gain an advantage on the test.
1-50 mk
Net (hunting)
This net of thick rope can ensnare animals or enemies. While holding this net, you can use 1 action to make an Athletics test against the Physical defense of a Large or smaller character within 15 feet of you. On a hit, the character is Restrained and knocked Prone. That character or another within reach can use the Interact action to make a DC 15 Athletics test, freeing the trapped character on a success. If a character is Restrained by multiple nets, they must be freed from each separately.
4 mk
Net (fishing)
This net of fine mesh is used to ensnare fish. You can use this net to gain an advantage on physical tests related to fishing.
10 mk
Oil (1 flask)
Oil generally comes in a 1-pint flask made of dried crem. Oil is flammable and can be used to fuel oil lanterns, to create dangerous terrain in a space, or as an improvised weapon (sling). When you hit or graze a target with this improvised weapon, you coat the target in oil in addition to the normal damage. Following the attack, regardless of the result, the crem flask breaks and any unused oil is lost.
1 mk
Paper or parchment (1 sheet)
0.5 mk
Perfume (1 vial)
20 mk
Pick (mining)
10 mk
Poison (weak, 1 dose)
Often manufactured using Roshar's deadly blackbane plant, poison comes in single-dose glass vials. As 1 action , you can pour it into food, liquid, or a container, or you can apply the poison to a melee weapon or a piece of ammunition you're holding. When you do, the GM may require you to make a Stealth test to avoid discovery. When a character ingests the poison or is hit by an attack using the poisoned weapon or ammunition, the poison is expended, and the character suffers the following effects: The target must succeed on a DC 12 Athletics test or take 1d6 vital damage.
20 mk
Poison (effectual, 1 dose)
Often manufactured using Roshar's deadly blackbane plant, poison comes in single-dose glass vials. As 1 action , you can pour it into food, liquid, or a container, or you can apply the poison to a melee weapon or a piece of ammunition you're holding. When you do, the GM may require you to make a Stealth test to avoid discovery. When a character ingests the poison or is hit by an attack using the poisoned weapon or ammunition, the poison is expended, and the character suffers the following effects: The target must succeed on a DC 14 Athletics test or take 2d8 vital damage and be Stunned for 1 hour.
50 mk
Poison (potent, 1 dose)
Often manufactured using Roshar's deadly blackbane plant, poison comes in single-dose glass vials. As 1 action , you can pour it into food, liquid, or a container, or you can apply the poison to a melee weapon or a piece of ammunition you're holding. When you do, the GM may require you to make a Stealth test to avoid discovery. When a character ingests the poison or is hit by an attack using the poisoned weapon or ammunition, the poison is expended, and the character suffers the following effects: The target must succeed on a DC 16 Athletics test or take 3d10 vital damage and be Stunned for 1 hour. While Stunned in this way, the target is Immobilized.
120 mk
Pot (iron)
8 mk
Pouch
1 mk
Pulley system
Most commonly used by engineers and artifabrians, this system includes four pulley wheels, 30 feet of rope, and a hook. When you have time to set up a pulley apparatus before lifting an object, you treat the object as being a quarter of its normal weight.
100 mk
Rope (50 feet)
Rope is usually made of seasilk (or less commonly, lavis grain or rockbud fibers) and sold in 50-foot lengths that can be cut and tied to change its length as needed. It can be cut by dealing 2 damage to it, or it can be ripped apart with a successful DC 20 Athletics test.
30 mk
Sack
0.2 mk
Scale
Most commonly used by scholars, ardents, appraisers, and gem cutters, a scale can accurately determine the weight of an object (to a maximum of 2 pounds).
20 mk
Shovel
8 mk
Soap
1 mk
Spyglass
Distant objects viewed through a spyglass can be perceived as though at half the distance. At the GM's discretion, spyglasses that allow distant objects to appear even closer may be available at higher values.
500 mk
Surgical supplies
This satchel contains enough bandages, salves, splints, and other medical supplies to be used 10 times. When you make a Medicine test to treat a wounded character (or to similarly use these medical supplies), you can expend one of these uses to gain an advantage on the test.
20 mk
Tent (two-person)
10 mk
Treatment (medical, 1 dose)
Rosharan surgeons treat ailments with a variety of treatments, generally made from bitterleaf or bloodivy. During a short rest, you can use a dose of such a treatment to cure a character of one of the following conditions, given that its source isn't a permanent injury: Disoriented, Exhausted (reduces the penalty by 1), or Stunned.
10 mk
Tuning fork
A tuning fork can transfer Stormlight from one sphere or gemstone to another. While using a tuning fork, you can use spheres to recharge fabrials, Shardplate, and half-shards as if the spheres were unencased gemstones.
50 mk
Unencased gem (infused)
Unlike spheres with gemstones encased in glass, unencased gems leak Stormlight quickly, going dun within several days depending on their cut. This permeability allows unencased gems to recharge fabrials and Shardplate. Radiants can also breathe in Stormlight from unencased gems as if they were spheres, gaining the same benefit.
2 mk
Vial (glass)
4 mk
Waterskin
1 mk
Wax (1 block)
2 mk
Whetstone
0.2 mk