High Elf Zephyr
Level 1 Platoon HarrierMight
0Agility
2Reason
0Intuition
0Presence
1Sweeping Blade 2d10 + 2
the zephyr makes a free strike on a creature adjacent to the target;
both creatures are A<2 prone
Shift 2.
Windwalk
The zephyr moves up to their speed through the air. They must end this movement on solid ground or immediately fall prone.
Like the Wind
All of the zephyr’s movement is considered shifting.
Otherworldly Grace
At the start of their turn, the zephyr can turn the duration of one save ends effect they suffer from into EoT.