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# 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