Assassin
Assassins are precision killers, striking from the shadows with lethal efficiency. Their abilities focus on hit-and-run tactics, exploiting vulnerabilities, and vanishing before retaliation is possible. In ELDRA, every kill opens a door.
Root Node · 1 CLA
Assassin
Draw or stow a light weapon (Might 1 or lower) as a free action.
Path of the Shadow
T1 · 1 CLA
Action Surge
Once per turn, when you kill a creature, immediately gain 2 AP. This AP must be spent during the same turn it is gained.
T2 · 1 CLA
Assassinate
Spending 3 AP, make a special attack with a weapon of Might requirement 1 or lower. This attack bypasses all Physical and Elemental Defense (damage is not reduced by armor). The attack roll is still made normally and can be defended against. After the attack resolves, roll Stealth and move up to full speed without breaking Stealth.
T3 · 1 CLA
Deathmark
Once per long rest, spending 1 AP, mark one enemy. Against this target: +2 to attack rolls, Stealth, and all actions to engage, escape, or eliminate them. The mark lasts until the target dies or you choose a new target.
Path of the Blade
T1 · 1 CLA
Bladework
When wielding a weapon with Might requirement 1 or lower, gain +1 to all attack rolls. Once per turn when you hit with a light weapon, spend 1 AP to immediately strike the same target again at no additional penalty.
T2 · 1 CLA
Bladedancer
Once per turn, after landing a melee attack, you may immediately move up to 4m as a free action without triggering opportunity attacks. This movement can be repeated up to twice per turn, allowing fluid repositioning between strikes.
T3 · 1 CLA
Killing Frenzy
Once per session, when you kill a creature with a melee attack, enter a Killing Frenzy for 3 rounds: all melee attacks gain +1 to attack rolls and deal +1d6 additional damage. Each kill during the Frenzy resets the duration to 3 rounds.
Solid required progression · Dashed optional node requires the one above it