Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Spellcasting Stunts Bestiary

Academician

Academicians are the keepers of knowledge and masters of learning. In ELDRA, they reshape the odds before the first die is rolled — the right fact at the right moment changes everything.

Root Node · 1 CLA

Academician

Have Advantage on all Lore checks. Once per scene, ask the GM one factual question about an enemy or location; the answer is truthful.

Path of the Scholar

T1 · 1 CLA

Scholar

Apply your Lore skill to any subject outside your initial expertise without penalty. Your breadth of knowledge adapts to any discipline instantly, giving you a strategic edge in research and preparation.

Studied Weakness

Before combat, spend 1 AP to analyze an enemy. Allies gain +1 to attack rolls against that creature this scene.

Rapid Research

When making a Lore check outside combat, reroll once and keep the better result.
T2 · 1 CLA

Apprentice Companion

Gain an apprentice one skill level below yours. The apprentice accompanies you or works remotely, researching and gathering information.

Catalogued Enemy

Your studied weakness also imposes Disadvantage on the target's Resolve checks against your allies this scene.

Living Archive

Once per session, recall a relevant fact the GM provides — useful tactical or lore information about the current situation.
T3 · 1 CLA

Grand Theorist

Outside combat, when an ally within sight makes any skill roll, analyze the situation as a free action to grant them Advantage on that roll.

Analytical Counter

Once per scene, when an enemy uses a special ability, spend 1 AP to grant one ally +2 to their defense or next roll against that ability.

Inspired Insight

Once per session, apply Grand Theorist inside combat as a free action, granting Advantage on one ally's attack or defend roll.

Path of the Mentor

T1 · 1 CLA

Field Instruction

Once per scene, spend 1 AP to instruct one ally within 20m. Until the start of your next turn, that ally may use your Lore skill in place of one of their own skills for one roll involving planning, tactics, recall, or analysis.

Guided Hand

When an ally uses Field Instruction, they also gain +1 if the roll occurs in combat.

Corrective Note

Once per scene, after an ally within 10m fails a skill roll, spend 1 AP to let them reroll. They must keep the new result.
T2 · 1 CLA

Battle Tutor

Once per scene, at the start of your turn, choose one ally within 20m. Until the start of your next turn, the first time they attack, defend, or overcome, they gain Advantage if they follow a brief tactic you state aloud.

Shared Lesson

When the chosen ally succeeds by +3 or more, one other ally within 10m gains +1 to their next roll before the end of your next turn.

Measured Response

Once per round, when an ally within 10m is targeted by a special ability you can see, spend your Reaction to give them +2 to their defend roll against it.
T3 · 1 CLA

Master Instructor

Once per scene, spend 2 AP to direct up to two allies within 20m. Each may immediately move up to half speed or make one Quick Utility action as a free action. In addition, until the end of your next turn, both allies gain +1 to attack and defend rolls.

Perfect Timing

Once per session, one ally you direct may instead make one Basic Attack as a free action.

Taught Instinct

Allies affected by Master Instructor may reroll one Fate die on their next roll and must keep the new result.

Solid required progression · Dashed optional node requires the one above it