Cosmere RPG
Cosmere RPG is Brotherwise and Dragonsteel's heroic fantasy TTRPG for Brandon Sanderson's shared universe, built on a d20 chassis with talent-tree advancement, skill-based Invested Arts, and Plot Die twists. The current line centers on Stormlight's Roshar, with Mistborn books expanding the same framework in Fall 2026.
Heroic fantasy • Plot Die d20 system • Stormlight live, Mistborn next • 2-5 players + GM • Starter set + VTT support • Best for campaign-first Cosmere fans
Short verdict: Cosmere RPG is the official tabletop adaptation of Brandon Sanderson's shared fantasy universe, and it is strongest when a group wants that setting-specific promise in full: canon-facing magic systems, campaign play that expects investment in Roshar or Mistborn, and character growth tied to lore rather than a generic fantasy toolkit. It gives you a familiar d20 chassis, but almost every interesting part of the game comes from how it bends that chassis toward Investiture, scene-based outcomes, and a living line of setting books.
It is a good fit for campaign groups that want crunchy-enough heroic fantasy without locking themselves into rigid classes, and for readers who want a TTRPG that treats Sanderson's worlds as more than a coat of paint. It is a weaker fit for tables that want rules-light pickup play, setting-agnostic fantasy, or a game whose best features still land if nobody at the table cares much about the Cosmere.
What Cosmere RPG is
Cosmere RPG is published by Brotherwise Games in partnership with Dragonsteel Entertainment. The official site describes it as a living RPG built to expand as the novels do, beginning with Roshar and the Stormlight Archive, then extending into Mistborn and beyond. In practical terms, that means one core rules framework supports multiple campaign settings with their own lore, powers, and adventures.
The currently available line is Stormlight-first. The Stormlight Handbook is the core rulebook for actual play on Roshar, while the surrounding support books deepen lore, offer starter material, and provide longer-form campaign structure. If your table wants to play a fantasy game where power systems, social institutions, and even travel assumptions are authored very specifically instead of loosely sketched, that focus is the main draw.
Publication history and current edition
The line's public breakout came through its 2024 crowdfunding campaign, which broke Kickstarter's tabletop-game record at the time. Retail Stormlight books are now available through the official shop hub, which is the clearest signal that the game is no longer only a fan-preorder curiosity but an active retail RPG line.
There is not a maze of editions to sort through yet, but there is already a meaningful distinction between first-print physical books and the corrected digital text. The official errata page says the first printing has clarifications and significant corrections, and that each supplement's digital edition already reflects those changes. As of June 26, 2026, the game's next major wave is the Mistborn campaign setting, listed by the official site as coming in Fall 2026, while Brotherwise's June 17, 2026 BackerKit update says Mistborn production is complete and on track for September fulfillment.
What you need to play
If you want the full current game, start with the Stormlight Handbook. Brotherwise explicitly says that book contains the core rules needed to play in the Stormlight campaign setting. If your group is new to the fiction, the spoiler-conscious Welcome to Roshar booklet is a practical onboarding aid rather than redundant lore filler, because it explains flora, fauna, cultures, and baseline setting assumptions that longtime readers may already take for granted.
The easiest physical entry point for a brand-new table is the Stormlight Starter Set. Brotherwise frames it as everything you need to get started, with a condensed 60-page rulebook, the Bridge Nine intro adventure, pregenerated characters, initiative cards, dice, and a custom plot die. That makes it the strongest first purchase for a curious but not-yet-committed group, while the Handbook is the better buy once you know you want to stay in the system.
Product line and starting path
The current Stormlight line already has more shape than a lone core book. The Stormlight World Guide adds canonical lore, an adversary and bestiary guide, and art-heavy setting support for Roshar. The Stonewalkers Adventure is the flagship campaign product right now: a canonical story written with Brandon Sanderson and Dan Wells that takes characters from levels 1 through 8 and ties them to major Stormlight events. That makes the line's intended mode very clear. This is not only a rulesbook plus vibes; it is a campaign line.
Mistborn is the next major branch. The official Mistborn page says the Mistborn Handbook and Mistborn World Guide cover both Era 1 and Era 2, while Mistborn Legacy is a multi-era adventure. Brotherwise's March 25 and June 17, 2026 project updates add useful practical context: Mistborn Legacy spans two parties across the eras, and the books remain on track for 2026 release and fulfillment. If your table only really cares about Mistborn rather than Roshar, waiting for those books is the smarter starting move than forcing yourself through Stormlight first.
Digital tools and community support
Official digital support is already stronger than many brand-new RPG lines. Demiplane Nexus hosts an official digital toolset, and DriveThruRPG lists both the core PDF and a Roll20 VTT version of the Stormlight Handbook. That does not make Cosmere as platform-entrenched as D&D or Pathfinder, but it does mean online groups are not stuck improvising from scanned PDFs and hand-copied rules.
The third-party ecosystem is still early, which matters when comparing Cosmere RPG to older fantasy systems. Brotherwise's May 14, 2026 BackerKit update says the underlying Plotweaver system is intended to become open source under CC-BY 4.0, with Plotweaver Academy created to support designers and future community publishing. That is promising, but it is still a growth story rather than a mature community catalog you can lean on today.
Core rules and play structure
The official system page presents Cosmere RPG as a d20 game with focused changes rather than a total break from fantasy trad design. Its most important scene rhythm comes from three pillars the line repeatedly calls out: combats, endeavors, and conversations. That already tells you a lot about the intended play experience. The system wants more mechanical texture around exploration, negotiation, and problem-solving than many generic d20 games provide.
The signature procedure is the Plot Die. On key tests, the GM can raise the stakes by adding that die to the roll, creating an opportunity, a complication, or no added twist on top of success or failure. In play, that means actions are less binary than standard pass/fail resolution. The roll can move the fiction sideways even when the headline outcome is obvious, which is one reason the game feels more authored and scene-conscious than a plain fantasy chassis with a license attached.
Characters and advancement
Cosmere RPG does not build identity around a small list of rigid classes. The official system and product pages emphasize flexible paths and talent trees, with characters pulling from multiple paths without normal multiclass penalties. In Stormlight terms, that lets the line cover grounded roles like scholars and soldiers, higher-status options like Shardbearers, and eventually Radiant paths shaped by Ideals and Invested powers.
That flexibility is one of the game's best selling points. It allows the rules to reflect Sanderson's worlds, where social role, training, magical access, and personal oath are not always the same thing. The tradeoff is build overhead. A table that enjoys tinkering with progression will find a lot to work with; a table that wants fast, almost pre-decided archetypes may find the options generous in theory but slower in practice.
Signature mechanics
The Plot Die is the headline mechanic, but it is not the only one that shapes the game's identity. The official system page also stresses skill-based Invested Arts, meaning powers like Surgebinding or the Metallic Arts are treated as active problem-solving tools rather than only as fixed spell entries. Talents can sharpen those powers, but the design wants players to use magic creatively instead of only checking whether a power is available.
Combat also has a more interventionist texture than many modern fantasy games. Brotherwise highlights dynamic initiative choices, extra action incentives when characters let enemies act first, and the ability to spend focus to graze after a miss. That combination tends to make fights feel punchy and tactical without fully committing to the highly codified combat math of something like Pathfinder 2e.
A less obvious but important signature is the way the line treats social play. Brotherwise's February 25, 2026 design diary, Closing Arguments: Conversations in the Cosmere RPG, explains that the game deliberately gives conversations more structure than baseline d20 fantasy while still trying to keep them narrative-first rather than turning every negotiation into rigid social combat. If your group wants social scenes to matter mechanically without becoming a miniatures game in disguise, that design goal matters.
What play feels like
At the table, Cosmere RPG feels like heroic fantasy with a lot of authored nouns. Characters are not only swinging swords and checking skill bonuses; they are navigating Alethi war politics, Radiant oaths, Investiture, faction pressure, and setting-specific assumptions about status, belief, and power. Groups that enjoy learning the vocabulary of a world tend to find that immersive. Groups that want a fantasy game to disappear into near-generic familiarity may find it labor-intensive.
The best sessions are likely to feel cinematic, choice-heavy, and lore-dense. The game gives players room to build, specialize, and improvise, but it also wants them to care about why their powers work, what their allegiances mean, and how consequences echo inside a recognizable canon. That is why it reads less like a universal fantasy system and more like a campaign engine for a very specific kind of fandom-facing adventure.
Running the game
Cosmere RPG looks easiest when the GM does not fight its identity. Treat it as medium-prep heroic fantasy with more moving parts than the marketing pitch first suggests. The GM needs enough confidence to adjudicate Opportunities and Complications, enough setting literacy to answer world-specific questions, and enough pacing instinct to keep the system's different scene types from feeling like separate games stapled together.
That burden is not fatal, but it is real. Wargamer's review praises the setting richness, combat flow, and character options, while also warning that the rules can feel fiddly and the presentation can be a barrier for newcomers who do not already know the novels. That matches the likely table reality: the more your group likes crunchy lore-specific play, the more the workload feels justified.
Campaign fit
This is primarily a campaign game. The strongest evidence is not marketing language but product shape: Stonewalkers runs from levels 1 to 8, the Mistborn line is framed as a full campaign setting with its own world guide and multi-era adventure, and the official site positions the game as a line that will keep expanding into other worlds. If you want long-form character growth in a branded fantasy universe, that structure is a real asset.
One-shots are still viable. The Starter Set is explicitly an onboarding box, and Brotherwise's June 17, 2026 update says the Stormlight line is also getting Law & Obligation for Free RPG Day on June 27, 2026 before later sale on DriveThruRPG in July. But the game's real strengths look better over several sessions, once Paths, relationships, lore, and long-term consequences have time to matter.
Reception and current standing
Cosmere RPG has already earned more public attention than most first-edition fantasy games ever do. Commercially, it launched through a record-setting crowdfunding campaign and Brotherwise later reported that ICv2 ranked it the #2 RPG for Fall 2025. The same March 25, 2026 official update also says the line became an Origins Award finalist for Best Roleplaying Game and Best Miniature.
Critical response is more mixed in a useful way. Reviewers tend to praise the fidelity to Sanderson's worlds, the flexible talent-path character building, and the effort to give the setting's power systems mechanical specificity. The recurring caveats are rules density, occasional fiddliness, and a higher entry barrier for groups without existing Cosmere interest. That makes Cosmere RPG easier to recommend as an intentional choice than as a universal fantasy default.
Where Cosmere RPG is strongest
- It gives Sanderson fans a real campaign line instead of a thin licensed reskin.
- The setting-specific magic systems and lore feel mechanically present, not just flavor text.
- Path-based advancement offers more flexibility than many class-locked fantasy games.
- The current support line already covers starter play, deep lore, long campaigns, PDFs, and online platforms.
Where it can frustrate groups
- The game asks for more setting buy-in than a generic fantasy system.
- Its rules and presentation can feel busy if your table wanted a light onboarding curve.
- The community ecosystem is still young compared with older fantasy lines.
- Groups that want tightly procedural tactical balance may still prefer Pathfinder 2e, while rules-light story groups may prefer something far looser.
Content and safety notes
The line inherits much of the fiction's weight. Stormlight and Mistborn material can bring war, slavery, imperial oppression, class violence, religious conflict, body injury, and morally compromised authority close to the surface. Even when the table plays a heroic campaign, the surrounding worlds are not breezy or consequence-free, so groups should align on tone before assuming the license means safe four-quadrant fantasy.
Best starting path
If your table is curious but not yet committed, start with Welcome to Roshar plus the Stormlight Starter Set. If your group already knows it wants a campaign, move straight to the Stormlight Handbook, then add the World Guide and Stonewalkers if you want the line's strongest current long-form support.
If your group plays online, compare the Demiplane Nexus option with the Roll20 VTT package. If the only thing your players really want is Mistborn, wait for the Fall 2026 books instead of buying Roshar material out of obligation. Cosmere RPG is most persuasive when you start with the branch of the universe your group actually wants to inhabit.
Research notes
Last checked: June 26, 2026.
- The Cosmere Roleplaying Game official homepage
- Official system page
- Stormlight Handbook
- Stormlight World Guide
- Stormlight Starter Set
- Welcome to Roshar
- Stonewalkers Adventure
- Mistborn sourcebooks page
- Downloads and Errata
- Closing Arguments: Conversations in the Cosmere RPG
- Official BackerKit project updates
- Cosmere RPG Nexus on Demiplane
- Stormlight Handbook Roll20 VTT listing
- Wargamer review
- Polygon crowdfunding coverage