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

Assassin

Subclass of Hunter

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 weapon with Required 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.
Optional · 1 CLA

Ghost Step

After killing a creature, immediately move up to full speed as a free action without triggering reactions.
Optional · 1 CLA

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 with Required Might 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.
Optional · 1 CLA

Vanishing Act

Once per scene, after using Assassinate, become Invisible until the start of your next turn or until you attack.
Optional · 1 CLA

Nerve Strike

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.
Optional · 1 CLA

Death from Nowhere

When attacking your Deathmark from Stealth, the attack has Advantage and deals bonus damage equal to your Stealth skill.
Optional · 1 CLA

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 Required Might 1 or lower, gain +1 to all attack rolls. Once per turn when you hit with such a weapon, spend 1 AP to immediately strike the same target again at no additional penalty.
Optional · 1 CLA

Relentless Pressure

When you land two attacks on the same target in one turn, your next attack against that target has Advantage.
Optional · 1 CLA

Precise Wound

Once per scene when attacking with a weapon with Required Might 1 or lower, do not roll the weapon die: it counts as your Fight rating. Margin and Might apply as normal.
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.
Optional · 1 CLA

Twin Blades

When you dual-wield two weapons with Required Might 1 or lower, the off-hand attack penalty is reduced from minus 2 to minus 1.
Optional · 1 CLA

Needle Work

Your attacks with weapons of Required Might 1 or lower 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.
Optional · 1 CLA

Flurry of Blades

During Killing Frenzy, you may make one additional off-hand attack per turn at no AP cost.
Optional · 1 CLA

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, it must also fill its lowest open Consequence slot.

Every node costs 1 CLA; your first root is free · Solid required progression · Dashed optional node requires the one above it