Healer
Healers are battlefield specialists in survival, triage, and controlled suffering. They do not merely restore what is lost — they prevent collapse, redirect harm, and keep allies fighting through wounds that should have ended the conflict. In ELDRA, a Healer’s edge is not raw healing: it is turning lethal moments into recoverable ones.
Root Node · 1 CLA
Healer
Once per scene, restore stress points equal to your Magic skill to any creature you can touch as a free action.
Path of the Medic
T1 · 1 CLA
Triage Protocol
Once per turn, spend 1 AP to apply Triage Protocol to a creature within reach (including yourself). Maintain up to Magic skill number of targets; cannot apply twice to the same target. Effects last until end of scene. Choose one: the target gains temporary stress points equal to your Magic skill; recovers stress points equal to your Magic skill (or gains +2 to next defend if Physical Stress Pool is full); or immediately rerolls one active negative physical condition check with Advantage.
T2 · 1 CLA
Pain Transfer
As a Reaction, when an ally within 15m would be forced to take a Consequence due to insufficient stress points in their Physical Stress Pool, you may absorb part of the impact: reduce the incoming damage by your Magic skill and subtract the same amount from your own Physical Stress Pool (this can overflow into a Consequence). Once per scene, spending 2 AP, Stitch the Wound on a creature you touch: reduce one of their active Consequences by 1 tier.
T3 · 1 CLA
Defy Death
Last Stand (once per session, Reaction within 20m): when an ally would be Taken Out, they are not. They immediately restore their Physical Stress Pool to full and take one full turn. At the end of that turn, they gain a Moderate Consequence and become Dazed until the end of their next turn. Triage Mastery: when you use Triage Protocol, apply two different options simultaneously. Surgical Tempo: whenever you reduce an ally's Consequence by any means, that ally gains +2 to their next attack or overcome action.
Path of the Warden
T1 · 1 CLA
Safeguard
Once per scene, spend 1 AP to place a safeguard on one creature within 15m for 1 minute. The next time it would take damage, reduce that damage by your Magic skill and then the safeguard ends. A creature may have only one of your safeguards at a time.
T2 · 1 CLA
Ward Circle
Spend 2 AP to create a 5m radius ward circle centred on a point within 15m for 3 rounds. Allies inside gain +1 to all defend rolls and Advantage on checks against Frightened, Charmed, Poisoned, and Dazed. Once per scene.
T3 · 1 CLA
Sanctuary of the Living
Once per session, spend 3 AP to create a sanctuary for 3 rounds in an 8m radius within 20m. Allies inside reduce all incoming damage by 2, cannot be forced to take a Consequence from damage if they still have at least 1 stress point, and the first time each ally would be Taken Out inside the sanctuary, they instead remain conscious with 1 unfilled Consequence slot remaining. This effect can save each ally once.
Solid required progression · Dashed optional node requires the one above it