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

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.

Swift Command

Your Tactical Order costs 0 AP if the ally is within 10m and you have not moved this turn.

Focused Target

When you issue a +2 attack order, one additional ally also gains +1 to attack against the same target this 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.

Coordinated Assault

Once per scene, when two allies you ordered both attack the same enemy, each attack gains +1.

Flanking Directive

When Tactical Orders targets two allies attacking the same target, that target has Disadvantage on defend rolls against one of those attacks.
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.

Perfect Execution

Once per session when Overwhelming Assault is active, one ally's attack automatically succeeds with margin equal to your highest skill level.

Total Control

While Overwhelming Assault is active, affected allies also gain +1 to defend rolls.

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.

Rally to Me

Once per round, when an ally within 10m fails a defend roll, spend your Reaction to let them move up to 2m toward you and reroll one Fate die on that defend roll.

Voice of Calm

Once per scene, one ally within 20m immediately removes Frightened or Dazed.
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.

Unbroken Order

While Hold Fast is active, when an ally within the radius takes a Consequence, they gain +2 to their next roll before the end of their next turn.

Rescue Command

Once per scene while Hold Fast is active, choose one ally in the radius. They may immediately stand up, Disengage for 0 AP, or draw one item from their backpack for 0 AP.
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.

Stand Together

Once per scene, after you use Victory from Collapse or Voice of Calm, all allies within 10m gain +1 to attack and defend rolls until the start of your next turn.

No Retreat

While Hold Fast is active, allies in the radius also gain +1 to Fortitude and Reflex checks made to resist Prone, Grappled, or Restrained.

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