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# 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.

#### Ghost Step

After killing a creature, immediately move up to full speed as a free action without triggering reactions.

#### Unseen Strike

When you attack from Stealth, the target loses its Reaction until the start of its next turn.
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.

#### Vanishing Act

Once per scene, after using Assassinate, become Invisible until the start of your next turn or until you attack.

#### Pressure Point

When Assassinate hits, the target also suffers Disadvantage on all skill checks until the end of its next turn.
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.

#### Death from Nowhere

When attacking your Deathmark from Stealth, the attack has Advantage and deals bonus damage equal to your Stealth skill.

#### Execution Protocol

Once per scene against your Deathmark, if the target fails a Fortitude defend roll against your Fight, they become Stunned until the end of their next turn.

## 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.

#### Relentless Pressure

When you land two attacks on the same target in one turn, your next attack against that target has Advantage.

#### Precise Wound

Once per scene when attacking with a weapon with Might requirement 1 or lower, skip the damage roll and deal your Fight skill as damage automatically.
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.

#### Twin Blades

When dual-wielding light weapons, the off-hand attack penalty is reduced from minus 2 to minus 1.

#### Armor Pierce

Your attacks with Might 1 or lower weapons gain Armor Pierce equal to half your Fight skill (rounded up).
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.

#### Flurry of Blades

During Killing Frenzy, you may make one additional off-hand attack per turn at no AP cost.

#### Vital Strike

Once per session, declare a Vital Strike before attacking. On a hit, if the target fails a Fortitude defend roll against your Fight, they suffer a Consequence damage equal to your Fight skill.

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