ZephyrWay ofWind and Water

Level 3

Buoyant Drift.

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

Flavor: Your strikes carry a rolling wave that displaces bodies as though carried on shifting currents.

Drowning Weight.

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

Flavor: The world drags like deep water resisting motion, and even air feels thick with pressure.

Skyward Strike.

(1/turn) When you hit with an unarmed strike, you may suffer 1 wound to launch your target STR spaces straight up and make them fall Prone immediately.

Flavor: A violent updraft and spiraling column of wind or water erupts beneath the target, lifting them into a breaking cyclone before dropping them back down.

Level 7

Soaring Step.

You gain a flying speed while using Windstep (you fall at the end of your turn, or immediately if you use another move action, creatures you are grappling also fall with you).

Flavor: A shifting spiral of wind and vapor lifts you briefly skyward, like riding the unstable boundary between storm updraft and collapsing rain.

Tempest’s Grace.

When you hit a target you can Push it 2 spaces instead of the 1 from Buoyant Drift.

Use an action or reaction to ignore falling damage.

Flavor: Wind and water flow freely through you, dispersing pressure in sudden outward gusts and tidal bursts.

Torrent Carrier.

Creatures you are grappling can be carried vertically without penalty. Flavor: You suspend them within rising air currents and upward surges of water, holding them aloft in unstable vertical flow.

Level 11

Tidal Descent.

When you fall from 4 spaces or above, you may expend up to STR hit dice (rolling them). Enemies within Reach 2 of where you land take that much bludgeoning damage.

Flavor: You descend through collapsing columns of air and water, turning your fall into a crashing surge that radiates outward like a breaking wave and pressure shock.

Level 15

Break the Horizon.

You may use Windstep a second time each turn. Whenever you use Skyward Strike, instead of making your target fall Prone, you may launch yourself to the same height, and Grapple your target automatically, regardless of size (fall at the end of your turn).

Flavor: You and your target are drawn into the same storm current, bound together in a shared spiral of wind and water before gravity pulls you both back down.