Ancestry (Race in D&D):
In the Cosmere RPG, this is your character’s origin or species—similar to a “Race” in D&D. Currently, there are two available choices, with more planned as additional worlds are introduced:
Human
Singer
Path (Comparable to Class):
Your Path is like a class in D&D but is designed more like a level-up system from video games (think Dragon Age or Diablo). The current Paths are:
Agent – A talented operative who solves problems with a keen mind or deft hand.
Envoy – An insightful negotiator who adeptly influences others.
Hunter – A skilled sharpshooter and survivalist who seeks out and eliminates threats.
Leader – A poised commander who guides and inspires others to excel.
Scholar – An adroit thinker who excels at planning, strategy, and crafting.
Warrior – A battle-hardened fighter who relies on skill, brute strength, or indomitable will.
After 1st level, characters can choose a Radiant Path (more details on this will be provided later).
Attributes (Ability Scores):
There are six core attributes, like in D&D, but instead of each standing alone, they are grouped into three core systems that define your character:
Physical
Strength – Measures both physical power (like carrying capacity) and endurance (similar to Constitution in D&D).
Speed – Affects your movement and agility (similar to Dexterity).
Cognitive
Intellect – Covers intelligence and proficiency with knowledge or skills.
Willpower – Supports mental focus, concentration, and also influences your Recovery Die (like Hit Dice).
Spiritual
Awareness – Similar to Wisdom; relates to intuition and perception.
Presence – Tied to charisma, leadership, and force of personality.
Note: There are no ability modifiers like in D&D—your attributes influence your character in more direct ways.
BTW, I absolutely love that you’re doing a differential comparison of the two - “from baseline” is a pretty good way to learn something new, and it’s especially powerful for communicating to others about that thing
You have three types of Defense, each tied to different attributes:
Physical Defense = 10 + Strength + Speed
Cognitive Defense = 10 + Intellect + Willpower
Spiritual Defense = 10 + Awareness + Presence
Presence
Presence is similar to Charisma in D&D—but with broader impact. It influences social power, leadership, and even some forms of magic later in the game.
Resource Pools
Health (HP) = 10 + Strength
Your overall toughness and stamina.
Focus = 2 + Willpower
Focus is your cognitive resource, used to activate Talents (abilities similar to spells or combat techniques in D&D).
Investiture = 2 + (Awareness or Presence, whichever is higher)
A magical resource available only to Radiant characters, which become accessible after level 2.
Investiture fuels the unique forms of magic from the Cosmere universe. As more planets are added, different forms of Investiture will appear.
Deflect
Deflect is a stat that reduces incoming Physical damage before it affects your HP.
Think of it as a buffer or passive armor.
Weapons & Skills
Weapons are treated as skills.
Skills are rated from 0 to 5 and take the place of a proficiency bonus in D&D.
Heavy Weapons use Strength.
Light Weapons use Speed.
You don’t need expertise to use a weapon, but if you have expertise, you unlock special attacks. The same applies to armor.
Armor
Armor gives you a Deflect value.
(Again, this reduces incoming physical damage.)
Expertise Types
There are five types of Expertise:
Culture Expertise – Social knowledge, languages, etc.
Utility Expertise – Tools, crafting, and practical knowledge.
Weapons Expertise – Grants access to special attacks with weapons.
Armor Expertise – Grants bonuses or special defenses when using armor.
Specialist Expertise – Gained through character development or granted by the GM.
Every character starts with:
2 Culture Expertise + your Intellect score in additional Expertise.
Plot Die (Narrative Tool)
The Plot Die is a d6 used when rolling on important narrative or high-stakes actions.
1–2: Complication – Something goes wrong, but you gain a +2 or +4 to your d20 roll (your choice).
3–4: Neutral – Nothing extra happens.
5–6: Opportunity – A beneficial outcome or bonus effect for you or your team.
A Natural 1 on a d20 is always a Complication.
A Natural 20 is always an Opportunity.