How Metalborn paths and the metallic arts work.
In the Cosmere RPG, some individuals are invested with magical capabilities. In the Mistborn setting, this manifests with the ability to tap into the powers of certain metals. Those that can do this are referred to as Metalborn and there are 5 possible paths for Metalborn individuals to inherit which follow the metallic discipline’s of allomancy and feruchemy. On top of this, there are 32 metallic paths you can choose from as part of your Metalborn path.
If you’ve read the books before, then these terms are probably fairly familiar. I imagine the rest of you are feeling a little lost though. Not to worry. I’m going to be explaining how Metalborn paths work and diving deeper into each Metalborn path and metallic art in future articles to help you optimise and create your own Metalborn characters.
Metalborn paths

Overview
- At level 1, you can choose either a heroic path or a Metalborn path to start your character progression. You can choose either path type to take talents from at future levels.
- Metalborn paths are divided into 5 types, they are;
- Misting (both eras) – The most common Metalborn path. Can choose a single allomantic art.
- Mistborn (era 1 only) – Legendary allomancers with access to every allomantic art.
- Feruchemist (era 1 only) – Have access to every feruchemical art.
- Ferring (era 2 only) – Descended from the feruchemists of era 1, they have access to 1 feruchemical art.
- Twinborn (era 2 only) – Individuals possessing both allomancy and feruchemy. They can take 1 allomantic art and 1 feruchemical art.
- They determine which type of metallic powers you have access to; allomancy, feruchemy or both.
- Allomancy – Grants people the ability to ingest and burn certain metals which grant them powers depending on the metal they burn.
- Feruchemy – Feruchemy allows those possessing it to store certain attributes in metal, which they can then use to enhance themselves later. Different types of metal allow someone to store different attirbutes.
- There is a third type of metallic power in Mistborn, known as hemallurgy. This involves using metal spikes to take power from an invested individual, normally resulting in their death. This is handled differently in the Cosmere RPG (as a reward) so I won’t tackle it in this article.
- There are 16 metals from which you can draw power from. These metals manifest different powers depending on which metal you choose and whether you’re using allomancy or feruchemy to tap into those powers. Combined, these give 32 metallic paths.
- The Mistborn books are split into 2 eras separated by 100s of years. During this time, metallic powers and technology evolved. This means that certain Metalborn paths are only available during certain eras.
If you want to play a Metalborn, you’ll need to choose a Metalborn path. You can only pick one metalborn path and this determines which metalic arts you have access to and how many you can take.
How are Metalborn paths different from Radiant Paths?
If you’ve already been playing the Stormlight setting, Metalborn paths may feel a little similar, but there are important differences:
- Metalborn paths are unique to the Mistborn setting, just as Radiant paths are unique to the Stormlight setting.
- They have entirely different and unique talents that represent the magic system of that setting.
- Radiant paths require bonding a spren before you can take levels in them.
- Metalborn paths require accomplishing goals to access them too, but you can still access the nascent powers of a Metalborn path before then.
- Each radiant path grants access to 2 surges and a spren bond. This grants 3 talent trees to choose from for each path. Metallic arts grant 2 talent trees to choose from with just a single metallic art and the Metalborn talent to choose from. Metalborn talent trees tend to be shorter too.
- Multipathing between radiant paths is possible, but for metallic arts, this is only possible for mistborn. feruchemists and twinborn.
Types of Metalborn paths
Misting
Both eras

Mistings are the most common type of metalborn and possess just a single allomantic metallic art. This means that they can only burn 1 type of metal and only have the powers associated with that one type of metal. They are also the only type of Metalborn available in both eras of Mistborn.
Who should take the Misting path?
Those that want to specialise in a single metallic art and become very good at it. If you’re less familiar with RPGs and the Cosmere RPG in general, this is a better path to take as some of the other paths have a lot of choice and that can be challenging for creating your build and gameplay.
Iconic mistings
- Edgard “Breeze” Ladrian (brass allomancy)
- Marasi Colms (cadmium allomancy)
- Lestibournes “Spook” (tin allomancy)
- Hammond (pewter allomancy)
Mistborn
Era 1 only

Mistborn are also allomancers, but rather than being limited to just a single metal, they can burn any allomantic metals. This means they have access to all allomantic powers. This may seem overpowered (and certainly there are mistborn who have mastered many metals and become this way) but in the game, this is balanced by the fact you can still only take a single talent per level. This means that where mistings tend to be specialists in their metallic art, metalborn end up more as generalists.
Who should take the mistborn path?
With so many options and combinations of talents to choose from, you should take the mistborn path if you want to play a generalist; someone with access to lots of different types of powers, but who specialises in very few, if any of these. I’d also only recommend this path for more experienced players as the amount of choice and combinations can become overwhelming.
Iconic mistborn
- Kelsier
- Vin
- Elend Venture
Feruchemist
Era 1 only

Feruchemists can store and tap powers for all feruchemy metals. Like mistborn, this makes them great generalists with the ability to utilise many different types of metals, but often means that they are less specialist than ferrings, who specialise in a single metallic art.
Who should take the feruchemist path?
Like with mistborn, with so much choice and so many options available, you should only take a feruchemist if you’re an experienced player. It can be great for those that want a wide variety of options at their disposal and less specialism. Like Mistborn, feruchemists can be very powerful, but this is managed in the Cosmere RPG by allowing just 1 talent gained per level, preventing feruchemists from becoming overpowered.
Iconic feruchemists
- Sazed
- Tindwyl
Ferring
Era 2 only

Ferrings only appeared after the Catacendre (world altering event occurring at the end of era 1). They posses feruchemy for just a single type of metallic art, similar to the allomantic mistings. This makes them great specialists in one feruchemical art.
Who should take the ferring path?
Ferrings are great for those that want to specialise in a particular feruchemical art. Because their choices are more limited, this can be another good option for newer players that want to use metallic arts, but don’t want too much complexity.
Iconic ferrings
- Adawathwyn (zinc feruchemy)
- Handerwym (duralumin feruchemy)
- Razal (pewter deruchemy)
Twinborn
Era 2 only

Twinborn also only appeared after the Catacendre and possess both an allomantic art and a feruchemical art. With 16 different metals for each metallic art, this means that there are loads of combinations of twinborn arts meaning that there are actually very few twinborn with the same combination of powers.
Who should take the twinborn path?
Those that want to try combining metallic arts without the complexities of a mistborn or a feruchemist. With 2 metallic arts to juggle, twinborn are often less specialist than mistings and ferrings, but can still specialise a fair bit. You should also take a twinborn if you want to use both allomantic and feruchemical arts with the same character.
Iconic twinborn
- Waxillium Ladrian (steel allomancy and iron feruchemy)
- Wayne (bendalloy allomancy and gold feruchemy)
- Miles “Hundredlives” Dagouter (gold allomancy and gold feruchemy)
Allomancy arts

Below are all the allomancy arts you can take. This doesn’t include all the possible metals that can be used as some are God tier metals and don’t have an allomantic art in the Cosmere RPG.
| Allomantic Metal | Effect | Misting Name | Paired Metal | Era Available |
|---|---|---|---|---|
| Iron | Pulls on nearby metals | Lurcher | Steel | Both |
| Steel | Pushes on nearby metals | Coinshot | iron | Both |
| Tin | Enhances your senses | Tineye | Pewter | Both |
| Pewter | Enhances your physical capabilities | Pewterarm/Thug | Tin | Both |
| Zinc | Enflames others’ emotions | Rioter | Brass | Both |
| Brass | Dampens others’ emotions | Soother | Zinc | Both |
| Copper | Hides nearby invested arts from detection | Smoker/Coppercloud | Bronze | Both |
| Bronze | Detects invested art usage | Seeker | Copper | Both |
| Chromium | Wipes others’ investiture reserves | Leecher | Nicrosil | Era 2 |
| Nicrosil | Bursts others’ invested effects | Nicroburst | Chromium | Era 2 |
| Aluminum | Wipes your investiture reserves | Aluminum Gnat/Void | Duralumin | Era 2 |
| Duralumin | Bursts your invested effects | Duralumin Gnat | Aluminum | Era 2 |
| Cadmium | Creates a bubble of slowed time around you | Pulser | Bendalloy | Era 2 |
| Bendalloy | Creates a bubble of accelerated time around you | Slider | Cadmium | Era 2 |
| Gold | Reveals your past and alternate selves | Augur | Electrum | Both |
| Electrum | Reveals your immediate possible futures | Oracle | Gold | Era 2 |
Feruchemy arts

Below are all the feruchemy arts you can take. Again this doesn’t include all the possible metals that can be used as some are God tier metals and don’t have a feruchemy art in the Cosmere RPG.
| Feruchemy Metal | Effect | Ferring Name | Alloy or pure | Era Available |
|---|---|---|---|---|
| Iron | Stores weight | Skimmer | Pure | Both |
| Steel | Stores physical speed | Steelrunner | Alloy | Both |
| Tin | Stores senses | Windwhisperer | Pure | Both |
| Pewter | Stores strength | Brute | Alloy | Both |
| Zinc | Stores mental speed | Sparker | Pure | Both |
| Brass | Stores warmth | Firesoul | Alloy | Both |
| Copper | Stores memories | Archivist | Pure | Both |
| Bronze | Stores wakefulness | Sentry | Alloy | Both |
| Chromium | Stores spiritual fortune | Spinner | Pure | Era 2 |
| Nicrosil | Stores invested abilities | Soulbearer | Alloy | Era 2 |
| Aluminum | Stores spiritual identity | Trueself | Pure | Era 2 |
| Duralumin | Stores spiritual connection | Connector | Alloy | Era 2 |
| Cadmium | Stores breath | Gasper | Pure | Era 2 |
| Bendalloy | Stores nutrition | Subsumer | Alloy | Era 2 |
| Gold | Stores health | Bloodmaker | Pure | Both |
| Electrum | Stores determination | Pinnacle | Alloy | Era 2 |
