C
Cosmere Companion
Scholar emblem
school

Heroic Path

Scholar

A seeker of knowledge and hidden truths

trending_upStarting Skill

+1 Lore

Granted at character creation.

auto_awesomeKey Talent

Erudition

Gain reassignable expertises and bonus skill ranks.

psychologySuggested Attributes

Intellect, Presence, Speed

+1 more

schoolUseful Skills

4 skills

Crafting, Deduction, Lore

auto_awesomeKey Talent

Erudition

Gain a temporary cultural or utility expertise and one additional rank in two cognitive non-surge skills. These can exceed normal rank caps and can be reassigned after a long rest with library access.

Activation:Passive
  • check_circleGain one cultural or utility expertise
  • check_circleGain one additional rank in two cognitive non-surge skills
  • check_circleCan exceed the usual max skill rank
  • check_circleReassignable after a long rest with library access
psychologySuggested Attributes
IntellectPresenceSpeedStrength
schoolUseful Skills
CraftingDeductionLoreMedicine
alt_routeMulti-Path Suggestions
AgentEnvoy
emoji_eventsSuggested Rewards
FabrialsA companion to mentorA Soulcaster

Specialties

Three specialty paths — pick one to define how your scholar works in practice.

Artifabrian

Scientist, engineer, fabrial-smith

Artifabrians build fabrials — the engineered spren-powered devices that power much of Roshar's technology. They are methodical, patient, and happiest elbow-deep in metal and gems.

Playstyle

Build around Crafting and Lore. Your specialty is downtime-heavy — you craft items that pay dividends in later sessions. In combat, Overcharge lets you use your fabrials offensively.

Tier 2 Talents (6)

Efficient Engineer

Passive

Prereq: Crafting 1+, Erudition

Gain a crafting expertise and a fabrial. Crafting costs halved, Opportunity range expanded.

Prized Acquisition

Passive

Prereq: Erudition

Gain Fabrial Crafting expertise and a special gemstone you can craft into a tier-appropriate fabrial.

Inventive Design

Passive

Prereq: Crafting 2+, Prized Acquisition

Your Prized Acquisition fabrial can carry an effect one tier higher than the tier you're crafting.

Overcharge

Once per turn

Prereq: Crafting 3+, Prized Acquisition

Raise stakes on a fabrial attack. Spend Opportunity to Strike with that fabrial as a free action.

Fine Handiwork

Passive

Prereq: Efficient Engineer

When crafting, advanced features cost one upgrade instead of two.

Experimental Tinkering

Passive

Prereq: Fine Handiwork

Crafting time halved. During a long rest, reconfigure your Prized Acquisition fabrial into a different one of the same or lower tier.

Strategist

Plans deeper than the enemy's

Strategists are the PC who already knows what the enemy is going to do. They plan around contingencies, shore up allies' weaknesses, and never walk into the same trap twice.

Playstyle

Focus on Deduction and Lore. You are the party's prepared-mind — Contingency and Turning Point give you reactive tools to rescue other characters from bad rolls.

Tier 2 Talents (6)

Strategize

Reaction

Prereq: Deduction 1+, Erudition

After you Gain Advantage using an Erudition skill, grant that advantage to an ally instead.

Mind and Body

Passive

Prereq: Erudition

Gain a weapon expertise. Erudition can now target physical skills.

Composed

Passive

Prereq: Strategize

Increase max and current focus by your tier.

Deep Contemplation

1 action

Prereq: Lore 2+

Reassign up to 2 skills and expertises granted by Erudition.

Contingency

Reaction

Prereq: Lore 3+, Composed

When an ally within 20 feet rolls a Complication, spend 2 focus to remove it.

Turning Point

2 focus

Prereq: Deduction 3+

Test Deduction vs Cognitive of the enemy leader. On success, you and your allies gain an edge on your next turns.

Surgeon

Healer, diagnostician, battlefield medic

Surgeons keep the party upright. They are the only non-Radiant path with robust, repeatable healing — and their tools extend from field triage to long-term care.

Playstyle

Build for Medicine and Lore. You are the dedicated healer. Field Medicine and Resuscitation will, at some point, save a character from rolling a new sheet.

Tier 2 Talents (5)

Field Medicine

1 focus

Prereq: Medicine 1+

Test Medicine (DC 15) to heal a conscious character. On success, add your Medicine ranks to their recovery die.

Emotional Intelligence

Passive

Prereq: Erudition

Gain Diagnosis expertise. Erudition can now target spiritual skills.

Swift Healer

Passive

Prereq: Medicine 2+

Use Field Medicine as a free action. Healing restores additional health equal to your Medicine ranks.

Resuscitation

3 focus

Prereq: Medicine 3+

When using Field Medicine, revive an Unconscious character or one who died recently.

Ongoing Care

1 action

Prereq: Lore 3+

Gain Mental Health Care expertise. During a rest, test Medicine (DC 10) to remove a condition from an injured ally.

Overview

Scholar is the most flexible path in the game, and it's flexible in a precise, mechanical way: Erudition gives you an expertise and two bonus skill ranks that you can reassign after a long rest with library access. That reassignment is what makes the path special — no other path lets you reshape your sheet on demand.

Thematically, Scholars cover everything from battlefield surgeons to fabrial inventors to strategists who beat enemies by out-planning them. Every specialty tree extends Erudition in a different direction, so picking one is largely a decision about what flavor of intellectual work you want your PC's cognition to do.

Role in the party

A Scholar is the party's adaptable problem-solver. Whatever expertise the session calls for — Legal Codes, Meteorology, Fabrial Crafting, Medicine — you probably have it, or can have it by tomorrow. In combat you are often a secondary striker who also performs the party's healing, buffing, or enemy debuffing.

Without a Scholar, parties tend to sink a lot of effort into finding NPCs who can do what Scholars do for free.

Playing a Scholar

  • Plan your Erudition pool around the scene. The skill-reassignment is the whole trick. Before a known-hard session, reshape your skills toward it.
  • Pick a specialty that matches your table's rhythm. Artifabrians need downtime to shine. Strategists need active combats with allies to protect. Surgeons need allies who will get hurt.
  • Lore is never wasted. Almost every Scholar tree prerequisites off Lore at some point. Keep it climbing.
  • Multi-path for reach. Agent gives you infiltration and Opportunist rerolls. Envoy gives you social support with Rousing Presence.

Specialties in depth

Artifabrian

Artifabrians are the specialty for players who want to build things. Prized Acquisition is a one-time anchor that hands you a reusable, upgradeable fabrial. Efficient Engineer and Fine Handiwork make your crafting cheap and fast. Overcharge lets you use a fabrial offensively and chain Strikes with it. Experimental Tinkering is unusual: it lets you reconfigure your core fabrial overnight to suit a new mission.

Artifabrians are best in long-running campaigns with downtime. If every session is wall-to-wall combat, a different specialty will feel better.

Strategist

Strategists protect the party from bad rolls. Contingency turns your focus pool into a Complication-remover. Turning Point is a full-party momentum shift tied to a Deduction test. Deep Contemplation doubles the Erudition reassignment knob — you can reshape your skills mid-session for 1 action, not just during downtime.

This is the specialty for players who like rescue plays, reactive talents, and the "I planned for this" moment.

Surgeon

Surgeons are the closest thing the non-Radiant paths have to a dedicated healer. Field Medicine is a reliable healing test; Swift Healer makes it a free action; Resuscitation is the party's "no, not today" button on a dying ally. Ongoing Care extends your usefulness into rest scenes, quietly removing conditions between fights.

If your party is light on sustain, a Surgeon keeps them alive through fights the raw math says they shouldn't win.

Iconic archetypes

  • The Kharbranthian Surgeon — trained healer and diagnostician, anchored by Medicine and Lore.
  • The Stormwarden — a Strategist with meteorology and prediction as their specialty; heavy on Deduction and Lore.
  • The Vriztl Engineer — Thaylen-trained Artifabrian, meticulous and invention-focused.
Content version 1.0.0Updated 2026-04-18

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