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Zephyr— Way of —Gravity

"Even the best warrior is nothing more than its mass once it starts falling."

REMINDER : When you take a Move Action you can break up your movement with other actions, meaning you can follow creatures that you Push to hit them again without expanding another Move Action. This is very important for this subclass !

Level 3

Heavy as Lead.

Forced Movement damage and Falling damage caused by your Actions is doubled.

Light as a Feather.

When you hit a target you can Push it 1 space.

Level 7

Center of Gravity.

When you crit a target you can Push it 2 spaces instead of the 1 from Light as a Feather.

Equal Reaction Law.

Whenever you gain a Wound every creature adjacent to you is pushed away spaces. (1/round) On your turn, you may suffer a Wound.

Level 11

Unmovable Object.

You are immune to Falling damage and Forced Movement damage.

Unstoppable Force.

When Forced Movement from your Actions causes two creatures to hit each other they both take full damage instead of splitting it.

Level 15

Supermassive Black Hole.

(1/Encounter) Until the end of your next turn, whenever you Push a target you can Pull it instead. Pulling creatures into yourself triggers Forced Movement damage.