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Zephyr— Way of —Arc

Part of Destiny: Nimble

Level 3

Air Dash.

Your Windstep gains: You can pull creatures within Reach 1 of your movement anywhere else within this Reach. Jolted creatures can be moved from Reach 2 instead, ending the condition.

Charged Fist.

Your unarmed strikes do Arc damage, Jolt on hit, and are Vicious.

Level 7

Cleaving Gale.

Whenever you crit, deal that much damage to a 2nd target within Reach 2. +1 additional target if the 2nd target was Jolted, ending the condition.

Cyclonic Defense.

Whirling Defense gains: you may place any other creatures within Reach 4, elsewhere within Reach 4. +2 Reach to move Jolted creatures.

Level 11

Galeforce.

Your Swiftstrikes gain advantage and knockback STR spaces away; you may suffer 1 Wound to double the distance. Jolted creatures are knocked back the extra distance automatically.

Level 15

Tempest's Fury.

Whenever you would roll any extra dice for a crit instead roll .