ZephyrWay ofSolar

Part of Destiny: Nimble

Level 3

Flair.

(1 Style) Melee attacks you make can deal +1d4 Solar damage per Style. If any of these dice roll a 1, lose 1 Style instead of gaining it.

Style.

Whenever you crit or avoid all damage from an attack (defend or it misses), gain 1 Style. Taking damage (1/enemy, or 1/attack from minions) or missing an attack makes you lose 1 Style. All Style is lost at the end of combat.

Level 7

Get Ready!.

(3 Style) 2 Actions: double your damage and number of targets you can affect with your attacks next turn. If you take damage before your next turn lose 3 Style and the effect of Get Ready is removed.

Whirl.

(2 Style) your melee attacks affect 1 additional Scorched creature within reach.

Level 11

Kickstart.

Start combat with Style equal to the number of actions you started with.

Wild Rush.

(4 Style) You may use Windstep and Swiftstrike with the same Burst of Speed.

Level 15

World Ender.

(5 Style) 3 Actions: make 1 melee attack per Style against all enemies in a 3x3 square in reach, ignoring any disadvantage. Afterwards, lose all Style.