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Zephyr— Way of —Void

Part of Destiny: Nimble

Level 3

Atomic Manipulation.

Your Bursts of Speed gain the following changes:

- Slipstream if used while Unstable, the attacker takes the damage of their attack. Afterwards become Controlled. - Whirlwind Defense if used while Unstable the attacks have disadvantage. Become Controlled at the start of your next turn. - Swiftstrike if used while Controlled, the attack can hit a 2nd creature within reach 2. Become Unstable afterwards. Windstep if used while Controlled, you gain a +2 flying speed. Become Unstable afterwards.

States of Matter.

You have 3 stances, which augment your abilities:

- Stable no effect, gain this stance when you roll Initiative.

**- Controlled ** whenever you are crit, reduce the damage by half.

- Unstable melee attacks you make automatically crit, but incoming attacks also automatically crit.

If you end your turn without changing your stance or switch into a stance you were already in, you become Stable instead. Making a basic attack while Controlled makes you Unstable, and vice versa.

Level 7

Going Nuclear.

Action: gain 1 Wound to enter the Nuclear Stance:

Nuclear All attacks you make deal double damage and ignore armor. Burst of Speed abilities benefit from their additional features as if in Controlled or Unstable stance. After making a basic attack, become Stable.

Level 11

Particle Perfection.

(1/encounter) Whenever you cycle through all 4 states on your turn, gain +3 actions.

Stablizied .

(1/round) When you return to Stable form from another stance, gain +1 Action.

Level 15

Atomic Mastery.

Particle Perfection can be used 2/encounter, but not on the same turn. Each state gains additional effects:

- Stable If you end your turn in this stance, become Nuclear.

- Controlled Gain 2xKEY temp HP when you enter or leave this state.

- Unstable While in this state, your next attack has advantage.

- Nuclear If you started AND ended your turn in Nuclear stance, your next Burst of Speed ability doesn't consume a charge.