Zephyr

Zephyr Competencies
Violence: Daggers, longbows, rapiers, scimitars, shortbows, or shortswords
Trickery: Stealth
Trade: Survival

Zephyr Traits
Resilience. Your Grit and Reflex are increased by 1.
Like the Wind. You have swim and climb speeds equal to your walking speed.
Skirmish. Once per turn, you may add 1d6 weapon damage to a successful attack that you have advantage on with a finesse or ranged weapon.

Zephyr Abilities
TRICK OF THE WIND
ARCANE, ILLUSION, POWER 0
As a bonus action, you can create the sound of footsteps, wind, some feature of the environment being rustled, etc. at any point within 60 feet of you.

Zephyr Advancements

Zephyr

Meskellian seanbyram seanbyram