0
6
Concentration
Main Action
You sharpen your senses to feel subtle shifts in air currents.
Until the end of the round, you gain Advantage on Awareness rolls made to notice movement or approaching creatures.
You can also sense movement even when you would not normally be able to see the target, such as in darkness or through light cover.
0
6
Concentration
Quick Action
You encase your hand in solid rock. Until the end of your turn, your unarmed attacks behave as if wielding a Greatclub, dealing the same damage and gaining the same traits.
0
6
Instantaneous
Quick Action
You channel aura to ease recent wounds. A creature you touch regains 3 Hit Points, but only if the damage was taken within the last minute. The creature becomes Healed Out. This technique is ineffective against targets that have Healed Out condition.
0
6
Instantaneous
Main Action
You unleash a focused blast of wind at a single creature. This Technique’s success roll is treated as a ranged attack roll. On a hit, the target is pushed back 2 meters per hit Strength. On a Hit Strength 3 target also falls prone. This attack cannot be Blocked, only Dodged. This technique works best against medium and smaller targets. If the target is large, they will be moved 2 metres less.
1
12
Instantaneous
Quick Action
You channel focused aura to mend injuries beyond normal limits.
A creature you touch regains 3 Hit Points, ignoring any healing resistance, including the effects of the Healed Out condition.
The creature becomes Healed Out.
1
12
Instantaneous
Reaction
You create a sudden gust of wind to deflect an incoming melee attack.
When you are hit by an attack, you may use this Technique to increase the die size used in your Block Reaction. Use the following die size progression: d4 → d6 → d8.
If you block all damage and the attacker was in melee range, the attacker is pushed back 2 meters.
Because this Technique requires fast, precise aura control, it uses up your Concentration.
