Commander
Commanders are masters of battlefield control, directing allies with precision and authority. In ELDRA, the Commander is arguably the most powerful class in a full party — every ability multiplies the effectiveness of the people beside them.
Root Node · 1 CLA
Commander
You and your allies within 10m gain +1 to Perception for initiative.
Path of Tactics
T1 · 1 CLA
Tactical Orders
Once per turn, spending 1 AP, issue a Tactical Order to one ally within 20m: they move up to half speed for free, gain +2 to their next attack, or gain +2 to their next defend. The effect expires at the start of your next turn.
T2 · 1 CLA
Battlefield Coordination
Once per scene, when an ally succeeds on an attack with a margin of 3 or more, spend 1 AP to allow a second ally to make a Basic Attack against the same target as a Reaction. Tactical Orders may now target two allies simultaneously.
T3 · 1 CLA
Master of Command
Rally the Line (once per scene, 2 AP): all allies within 20m recover stress points equal to your Influence skill or gain +2 to their next roll. Seize the Initiative (once per session): at the start of any round, reorder the turn sequence of all willing allies as you choose. Overwhelming Assault: when two or more allies attack the same creature in a round, they gain +2 to attack rolls against it.
Path of Valor
T1 · 1 CLA
Steady the Line
Once per scene, spend 1 AP. Until the start of your next turn, allies within 10m gain +1 to defend rolls and +1 Resolve against fear, charm, or taunt.
T2 · 1 CLA
Hold Fast
Once per scene, spend 2 AP to establish a command radius of 15m for 3 rounds. Allies in the radius reduce all incoming damage by 1 (minimum 0) and cannot be moved by forced movement unless the effect succeeds by +3 or more.
T3 · 1 CLA
Victory from Collapse
Once per session, when an ally within 20m would be Taken Out, spend 2 AP. They remain conscious with 1 unfilled Consequence slot remaining and may immediately move up to half speed or make one Basic Attack as a free action. In addition, while you are conscious, allies within 10m cannot become Frightened.
Solid required progression · Dashed optional node requires the one above it