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# 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.

#### Rapid Stabilisation

Once per scene, apply Triage Protocol as a free action (0 AP) rather than spending 1 AP. All other rules apply normally.

#### Field Dressing

When you apply Triage Protocol's stress-recovery option, the target also gains +1 to all defend rolls until the end of their next turn.
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.

#### Surge of Recovery

Once per scene, when you use Stitch the Wound, the target also immediately recovers stress points equal to your Magic skill as the relief of reduced pain accelerates their recovery.

#### Shared Burden

When you use Pain Transfer to absorb damage, the amount you absorb increases by 2 (Magic skill plus 2). The additional reduction is shared equally between yourself and the target.
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.

#### Miracle Worker

Once per session, Last Stand may be used twice. The second use does not grant the Moderate Consequence, but instead grants a Mild Consequence.

#### Living Fortress

While Pain Transfer is available this scene, you passively reduce all Physical damage you personally take by 1 (minimum 0) as your body acclimatises to absorbing harm.

## 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.

#### Gentle Ward

When a safeguard absorbs damage, the creature also removes one Mild Condition.

#### Watchful Light

Once per round, if a safeguarded creature is targeted by an attack you can see, it gains +1 to its defend roll.
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.

#### Barrier Pulse

Once per scene while Ward Circle is active, spend 1 AP. Allies in the circle each gain temporary stress points equal to half your Magic skill (rounded up) until the start of your next turn.

#### Cleansing Step

The first time each ally enters your Ward Circle each scene, they may immediately stand up or remove one Mild Condition.
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.

#### Consecrated Ground

Hostile creatures inside your sanctuary suffer -1 to attack rolls against allies.

#### Beacon of Life

Once per scene, one ally in your sanctuary immediately recovers stress points equal to your Magic skill as a free action.

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