======= Neamhni ======= Jadyari Earth Adept ===[advent class]=== \\ //Rules governing [[Advent Classes]]//\\ **Pronounciation**: (NAY-iv-nee)\\ The Neamhni are masters of the mind and the void. They are able to convert their ki energy into the material void, creating a cold, misty black shadow which they manipulate to their purposes. They have also developed formidable mental powers, able to cloud the mind with dark thoughts. They can even reach into another creature's mind to discover, and alter, their darkest secrets There is a connection between the ego and nature, which is similar to the inability to have light without darkness. Neamhni is a discipline that uniquely utilizes this connection, the only path that draws on the shadow. Just as the ki spirits of shadow are feared, so too are the Neamhni Neamhni focuses on utility with mind and vision altering abilities. Their combat abilities focus on attacks and evasion Adventures that include Neamhni opponents introduces an atmosphere of doubt within the players, heightening roleplaying opportunities Art by [[credits|John Latta]]\\ \\ **Neamhni Advent Class Level Table** ^ Level ^Talent Points^Level Bonuses^ ^ 1 |10 Talent Points|1 Talent| ^ 2 |10 Talent Points|1 Talent| ^ 3 |10 Talent Points|5 Bonus Talent Points| ^ 4 |10 Talent Points|1 Talent| ^ 5 |15 Talent Points|1 Feat| ^ 6 |15 Talent Points|1 Talent| ^ 7 |15 Talent Points|5 Bonus Talent Points| ^ 8 |15 Talent Points|1 Talent| ^ 9 |20 Talent Points|1 Feat| ^ 10 |20 Talent Points|10 Bonus Talent Points| \\ ===== Talent tree ===== {{map>:wiki:neamhni.png?nolink |Neamhni class talent tree}} [[Neamhni#Alter Memory|jump to Alter Memory @ 304, 574, 377, 647]] [[Neamhni#Anguish|jump to Anguish @ 222, 32, 295, 105]] [[Neamhni#Blur|jump to Blur @ 178, 410, 251, 483]] [[Neamhni#Doubt|jump to Doubt @ 431, 165, 504, 238]] [[Neamhni#Erase Memory|jump to Erase Memory @ 305, 685, 378, 758]] [[Neamhni#Formless Void|jump to Formless Void @ 17, 285, 90, 358]] [[Neamhni#Heart of Darkness|jump to Heart of Darkness @ 178, 163, 251, 236]] [[Neamhni#Heart of Madness|jump to Heart of Madness @ 513, 85, 586, 158]] [[Neamhni#Iron Mind|jump to Iron Mind @ 593, 286, 666, 359]] [[Neamhni#Mind Probe|jump to Mind Probe @ 304, 464, 377, 537]] [[Neamhni#Misery|jump to Misery @ 511, 488, 584, 561]] [[Neamhni#Mist Walker|jump to Mist Walker @ 98, 85, 171, 158]] [[Neamhni#Nihil|jump to Nihil @ 100, 488, 173, 561]] [[Neamhni#Numb Senses|jump to Numb Senses @ 481, 286, 554, 359]] [[Neamhni#Petrify|jump to Petrify @ 432, 410, 505, 483]] [[Neamhni#Shadow Blade|jump to Shadow Blade @ 386, 32, 459, 105]] [[Neamhni#Shadow Bolt|jump to Shadow Bolt @ 304, 114, 377, 187]] [[Neamhni#Void Step|jump to Void Step @ 129, 285, 202, 358]] {{ a purple mind with gold tentacles latched onto it ==== Alter memory ==== **Action**: Two Full Actions\\ **Requires**: [[neamhni#Mind Probe]]\\ **Description**: You select a memory and alter some detail of the memory as you choose\\ **Range**: Touch\\ **Speed**: Instant\\ **Effect**: Target creature's mind\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Cooldown**: 12 rounds\\ **Special**: The offensive formula is rolled against the target's defensive formula, which represents the ability to make physical contact with the target. If the hit is successful, the target creature must then make a **Resolve vs Resolve** [[abilities#ability checks|Ability Check]], even if the target is asleep or unconscious. If the target fails this check, you may change one detail of the memory, subject to GM discretion. The target creature is unaware of the change. If the target makes the check, they are vaguely aware of the attempt, and you cannot attempt to alter the target's memories again for 1 day\\ You must have knowledge of the target creature's memory which you wish to alter. Changed memories are restored to their original state after 1 month. If you have another attack that allows you to make physical contact with the target creature, such as a melee attack or a blast made at melee range, you may substitute its formula for the Offensive formula of Alter Memory\\ **Talent Point Improvements**:\\ □ Reduce the required action to one Full action\\ □□□□□ □□□□□ Increase the [[dice bonus]] of the offensive formula by 1d6. ([[dice bonus|Cost increases]])\\ □□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6\\ □ Extend the duration the memory is altered by 1 month\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a purple storm with a swath of bright gold lightning ==== Anguish ==== **Action**: Standard\\ **Requires**: [[neamhni#Shadow Bolt]]\\ **Description**: You inflict a blast of dark energy on the target's mind, causing them wracking pain\\ **Range**: 20 feet\\ **Speed**: Instant\\ **Effect**: Target creature's mind\\ **Damage**: Res x 2 + 6d6 [Untyped]\\ **Cooldown**: 12 rounds\\ **Special**: The target creature must make a **Resolve vs Resolve** [[abilities#ability checks|Ability Check]]. If the target creature fails its saving throw, the attack deals damage. If the target resists the attack, they are aware of the attempt, and you take 2d6 damage\\ **Talent Point Improvements**:\\ □ Extend the range by 10 feet. Maximum range is 60 feet\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the damage formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a warrior standing in purple mists ==== Blur ==== **Action**: Swift\\ **Requires**: No requirements\\ **Description**: You cause the edges of your form to morph into clouds of void which dart and swirl making it harder to predict your movements\\ **Range**: Self\\ **Effect**: You blur the edges of your form\\ **Cooldown**: 12 rounds\\ **Special**: Grants a 3d6 bonus to all defensive actions for two segments. As an alternative use, grants a 2d6 stealth bonus in low-light environments for up to 1 minute. Changing your form in this way does not make you susceptible to contact with fire\\ **Talent Point Improvements**:\\ □ Reduce the required action to Free\\ □ Extend the duration of the defensive bonus by one segment. Maximum duration is 2 rounds\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a dark purple creature with a large head, with purple mists surrounding its brain ==== Doubt ==== **Action**: Full\\ **Requires**: No requirements\\ **Description**: You cast a shadow over the mind of your target, decreasing their reaction time\\ **Range**: 20 feet\\ **Speed**: Instant\\ **Effect**: Target creature's mind\\ **Cooldown**: 12 rounds\\ **Special**: The target creature must make a **Resolve vs Resolve** [[abilities#ability checks|Ability Check]]. If the target fails this check, it is afflicted with an unnatural doubt and is unable to initiate any actions for one segment. Additionaly, you gain //Void Exhaustion// for three rounds. If the target creature resists your attack, they are vaguely aware of the attempt, and you gain //Void Exhaustion// for six rounds. While under the effects of //Void Exhaustion//, you cannot use Doubt\\ **Talent Point Improvements**:\\ □ Reduce the required action by one [[combat#Action types|level]]. Minimum action is Swift\\ □ Extend the range by 10 feet. Maximum range is 60 feet\\ □□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a gold and purple brain affected by a golden mist in the shape of a skull ==== Erase memory ==== **Action**: Two Full Actions\\ **Requires**: [[neamhni#Alter Memory]]\\ **Description**: You remove a select memory from your target's mind\\ **Range**: Touch\\ **Speed**: Instant\\ **Effect**: Target creature's mind\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Cooldown**: 12 rounds\\ **Special**: * The offensive formula is rolled against the target's defensive formula, which represents the ability to make physical contact with the target. If the hit is successful, the target creature must then make a **Resolve vs Resolve** [[abilities#ability checks|Ability Check]], even if the target is asleep or unconscious. If the target fails this check, the target memory is removed, and the target is unaware of the change. If the target makes its check, it is vaguely aware of the attempt, and you cannot attempt to remove the target's memories again for 1 day * You must have knowledge of the target creature's memory which you wish to remove * Removed memories are restored to their original state after 1 month * If a creature attempts to access an erased memory, the experience is mildly painful * If you have another attack that allows you to make physical contact with the target creature, such as a melee attack or a blast made at melee range, you may substitute its formula for the Offensive formula of Erase Memory **Talent Point Improvements**:\\ □ Reduce the required action to one Full action\\ □□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6\\ □ Extend the duration the memory is inaccessible by 1 month\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a swirl of smooth purple clouds in a deep black void ==== Formless void ==== **Action**: Full\\ **Requires**: [[neamhni#Void Step]]\\ **Description**: You convert your entire body into swirling mists, allowing you to move through tight spaces\\ **Range**: Self\\ **Speed**: Instant\\ **Effect**: Your body becomes incorporeal\\ **Defensive**: //Defense Bonus + Res + 6d6//\\ **Cooldown**: 12 rounds\\ **Special**: Attacks that generate wind in an attempt to relocate you are resolved as a [[combat maneuvers#Reposition]] maneuver. Your movement speed is reduced by 15 feet while in this form. You may move through any substance which is not airtight. Moving through tight spaces requires an additional 10 feet of movement speed. Changing your form in this way does not make you susceptible to contact with fire\\ **Talent Point Improvements**:\\ □□□□□ □□□□□ Increase the [[dice bonus]] of the defensive formula by 1d6. ([[dice bonus|Cost increases]])\\ □ Reduce the movement speed penalty by 5 feet\\ □ Reduce the penalty for moving through tight spaces by 5 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a vortex of wispy purple clouds surrounding a black void ==== Heart of darkness ==== **Action**: Standard\\ **Requires**: No requirements\\ **Description**: You create a swirling cloud of void, through which only you can see\\ **Range**: 20 feet\\ **Speed**: 10H\\ **Effect**: Cylinder with a diameter of 20 feet, 20 feet tall\\ **Defensive**: //Defense Bonus + Res + 6d6//\\ **Cooldown** 12 rounds\\ **Special**: Attacks that generate wind in an attempt to displace the mist must exceed the defensive formula. When an attack against the cloud is successful, each [[glossary#e|Excess Dice]] disperses one hex of cloud\\ **Talent Point Improvements**:\\ □ Reduce the required action by one [[combat#Action types|level]]. Minimum action is Swift\\ □ Extend the range by 10 feet. Maximum range is 120 feet\\ □ Increase the speed by 1H\\ □ Increase the diameter and height by 5 feet\\ □ Increase the defensive formula by 1d6. Total [[dice bonus|dice]] may not exceed character level. Maximum dice is 8d6\\ □□□ You may shape the cloud as though it were a wall, with any unbroken shape equal to the ground area of the cloud\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a dark purple human face with glowing orange eyes and an eerie countenance ==== Heart of madness ==== **Action**: Full\\ **Requires**: [[neamhni#Doubt]]\\ **Description**: You surround your target's mind with darkness, causing them a temporary loss of sanity\\ **Range**: 20 feet\\ **Speed**: Instant\\ **Effect**: Target creature's mind\\ **Cooldown**: 12 rounds\\ **Special**: The target creature must make a **Resolve vs Resolve** [[abilities#ability checks|Ability Check]]. If the target fails this check, it gains the [[conditions#Delirious]] condition for 2 rounds, and you gain //Void Exhaustion// for three rounds. If the target creature makes its check, they are vaguely aware of the attempt, and you gain //Void Exhaustion// for six rounds. While under the effects of //Void Exhaustion//, you cannot use Heart of Madness\\ **Talent Point Improvements**:\\ □ Reduce the required action to Standard\\ □ Extend the range by 10 feet. Maximum range is 60 feet\\ □□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a head with glowing orange eyes and a clear skull with the brain visible ==== Iron mind ==== **Action**: Passive\\ **Requires**: [[neamhni#Numb Senses]]\\ **Description**: Your experience in twisting the mind's ability to perceive grants you a level of immunity from the influences of others\\ **Effect**: You gain a 1d6 bonus to defensive [[abilities#ability checks|Resolve Checks]]\\ **Special**: Once per combat, you may choose to ignore the the effects of //Void Exhaustion//, allowing you to use abilities that normally would not function. Once per day, you can reset the cooldown of [[neamhni#Mind Probe]], [[neamhni#Alter Memory]], or [[neamhni#Erase Memory]]\\ **Talent Point Improvements**:\\ □□ Increase the bonus to [[abilities#Ability checks|Resolve Checks]] by 1d6. Maximum bonus is 4d6\\ \\ ---- a brain and eyes made out of swirling smoke ==== Mind probe ==== **Action**: Full\\ **Requires**: No requirements\\ **Description**: You reach into the mind of another, allowing you to read their thoughts and to search for memories\\ **Range**: Touch\\ **Effect**: Read target's mind or search target's mind for a memory\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Cooldown**: 12 rounds\\ **Special**: The offensive formula is rolled against the target's defensive formula, which represents the ability to make physical contact with the target. If the hit is successful, the target creature must then make a **Resolve vs Resolve** [[abilities#ability checks|Ability Check]], even if the target is asleep or unconscious. If the target fails this check, you may perform one of the following, without the target creature's knowledge:\\ * **Read Mind**: You read the target's mind, learning their thoughts for the next 6 seconds * **Search Memories**: You describe a memory with a short sentence or ask a short question. You catch a brief glimpse of the memory, condensed down if the memory is long or complicated. After the GM or player gives you the description of the memory, you may ask a single, simple question regarding what you saw If the target makes their check, they are vaguely aware of the attempt, and you may not attempt Mind Probe again on the target for 1 day. If you have another attack that allows you to make physical contact with the target creature, such as a melee attack or a blast made at melee range, you may substitute its formula for the Offensive formula of Mind Probe\\ **Talent Point Improvements**:\\ □ Reduce the required action to Standard\\ □□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a shadow of a human surrounded by volatile smoke of purple, lavender, and gold ==== Misery ==== **Action**: Standard\\ **Requires**: [[neamhni#Shadow Bolt]]\\ **Description**: You implant a brief vision of the target creature's most painful memories\\ **Range**: 20 feet\\ **Speed**: Instant\\ **Effect**: Target creature's mind\\ **Cooldown**: 12 rounds\\ **Special**: The target creature must make a **Resolve vs Resolve** [[abilities#ability checks|Ability Check]]. If the target fails this check, it suffers [[combat#advantage|disadvantage]] on all rolls for 2 rounds, and you gain //Void Exhaustion// for three rounds. The experience does not feel natural to the target. If the target creature resists your attack, they are vaguely aware of the attempt, and you gain //Void Exhaustion// for six rounds. While under the effects of //Void Exhaustion//, you cannot use Misery\\ **Talent Point Improvements**:\\ □ Reduce the required action by one [[combat#Action types|level]]. Minimum action is Swift\\ □ Extend the range by 10 feet. Maximum range is 60 feet\\ □□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a purple silhouette stands above an orange mist ==== Mist walker ==== **Action**: Standard\\ **Requires**: [[neamhni#Heart of Darkness]]\\ **Description**: You create a fine, swirling mist of the void around you, allowing you to sense the presence of nearby creatures, even in perfect darkness\\ **Range**: 10 feet\\ **Speed**: 8H\\ **Effect**: You create a fine swirling mist up to 10 feet around you that lasts [[abilities#resolve|Res]] + 2 segments\\ **Cooldown**: 12 rounds\\ **Special**: Attacks that generate wind disperse the mist in the hexes they target. You can track the movements of anything that disturbs the mist, including projectiles, even if you cannot detect the objects via your normal senses. This allows you to target or defend against these creatures or objects. This ability does not give enough detail to distinguish one person from another. This mist is too fine to react when coming in contact with fire\\ **Talent Point Improvements**:\\ □ Reduce the required action by one [[combat#actions|level]]. Minimum action is Swift\\ □ Increase the range by 5 feet. Maximum range is 40 feet\\ □ Increase the speed by 1H. Maximum speed is 12H\\ □ Increase the number of segments the mist lasts by 1\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a void surrounded by purple smoke, surrounded by gold fire ==== Nihil ==== **Action**: Standard\\ **Requires**: [[neamhni#Blur]]\\ **Description**: You shift your body completely into the formless void, removing yourself from the material plane\\ **Range**: Self\\ **Speed**: Instant\\ **Effect**: You shift out of the material plane for [[abilities#resolve|Res]] + 2 segments\\ **Cooldown**: 12 rounds\\ **Special**: While shifted you cannot interact with the material plane, and can only move by taking the [[combat#movement actions|five foot step]] movement action. While shifted, others see you as a shifting cloud of dark mist. You may return to the material plane as a free action. Actions can target you at any time during the segment in which you return to the material plane\\ **Talent Point Improvements**:\\ □ Reduce the required action by one [[combat#Action types|level]]. Minimum action is Swift\\ □ Extend the duration of the shift by 1 segment\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a round vial with a black liquid and a swirling purple nebula in the center of the liquid ==== Numb senses ==== **Action**: Full\\ **Requires**: No requirements\\ **Description**: You cast a shadow over the mind of another creature, targeting a particular sense, closing it off from the mind\\ **Range**: 20 feet\\ **Speed**: Instant\\ **Effect**: Target creature's mind\\ **Cooldown**: 12 rounds\\ **Special**: The target creature must make a **Resolve vs Resolve** [[abilities#ability checks|Ability Check]]. If the target fails this check, it experiences one of the following [[conditions]], at your option\\ * [[conditions#Blinded]] for one round * [[conditions#Deafened]] for three rounds * Anosmic for six rounds Additionally, you gain //Void Exhaustion// for three rounds. The target does not know the source of the attack and is not alerted to the change. If the target creature resists your attack, the target is vaguely aware of the attempt, and you gain //Void Exhaustion// for six rounds. While under the effects of //Void Exhaustion//, you cannot use Numb Senses\\ **Talent Point Improvements**:\\ □ Reduce the required action to Standard\\ □ Extend the range by 10 feet. Maximum range is 60 feet\\ □□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a colossal stone statue with bright purple energy surrounding the statue's head ==== Petrify ==== **Action**: Full\\ **Requires**: No requirements\\ **Description**: You plunge the target creature's mind into a state of terrible fear, paralyzing them\\ **Range**: 20 feet\\ **Speed**: Instant\\ **Effect**: Target creature's mind\\ **Cooldown**: 12 rounds\\ **Special**: The target creature must make a **Resolve vs Resolve** [[abilities#ability checks|Ability Check]]. If the target fails this check, they gain the [[conditions#Rooted]] condition for 1 round, and you gain //Void Exhaustion// for three rounds. If the target creature resists your attack, you gain //Void Exhaustion// for six rounds, and the target is vaguely aware of the attempt. While under the effects of //Void Exhaustion//, you cannot use Petrify\\ **Talent Point Improvements**:\\ □ Reduce the required action to Standard\\ □ Extend the range by 10 feet. Maximum range is 60 feet\\ □ Extend the duration to 2 rounds\\ □□ Increase the dice rolled on your Ability Check by 1d6. Maximum increase is 2d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a sweeping arc of shadowy smoke ==== Shadow blade ==== **Action**: Standard\\ **Requires**: [[neamhni#Shadow Bolt]]\\ **Description**: You create a swirling blade of void and release it, lashing out forward in an arc of deconstruction\\ **Range**: 20 feet\\ **Speed**: 6H\\ **Effect**: Target 30 degree cone\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Defensive**: //Defense Bonus + Dex + 6d6//\\ **Damage**: Strength x 2 + 6d6 [[damage#damage types|[Burning - Cold]]]\\ **Cooldown**: 12 rounds\\ **Special**: When used against non living matter, Shadow Blade does 6d6 bonus damage. If Shadow Blade comes in contact with fire, the fire and the Shadow Blade annihilate each other instantly, causing a concussive force which pushes adjacent creatures back 5 feet\\ **Talent Point Improvements**:\\ □ Extend the range by 5 feet. Maximum range is 60 feet\\ □ Increase the speed by 1H. Maximum speed is 12H\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the offensive and defensive formulas by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the damage formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □ Increase the bonus damage to non living matter by 1d6. Maximum bonus is 12d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 6 rounds\\ \\ ---- a dart of bright purple smoke with a dark purple trail ==== Shadow bolt ==== **Action**: Standard\\ **Requires**: No requirements\\ **Description**: You create a swirling ball of void and fling it towards your target\\ **Range**: 30 feet\\ **Speed**: 8H\\ **Effect**: Target creature, hex, or object\\ **Offensive**: //Attack Bonus + Dex + 6d6//\\ **Defensive**: //Defense Bonus + Dex + 6d6//\\ **Damage**: Strength x 2 + 6d6 [[damage#damage types|[Burning - Cold]]]\\ **Cooldown**: 6 rounds\\ **Special**: When used against non living matter, Shadow bolt does 6d6 bonus damage. If Shadow Bolt comes in contact with fire, the fire and the Shadow Bolt annihilate each other instantly, causing a concussive force which pushes adjacent creatures back 5 feet\\ **Talent Point Improvements**:\\ □ Extend the range by 10 feet. Maximum range is 60 feet\\ □ Increase the speed by 1H. Maximum speed is 18H\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the offensive and defensive formulas by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □□□□□ □□□□□ Increase the [[dice bonus#Advent Classes|dice bonus]] of the damage formula by 1d6. ([[dice bonus#Advent Classes|Cost increases]])\\ □ Increase the bonus damage to non living matter by 1d6. Maximum bonus is 9d6\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\ \\ ---- a dark purple silhouette stands before an open portal made of purple smoke ==== Void step ==== **Action**: Swift\\ **Requires**: No requirements\\ **Description**: You briefly shift your body, allowing you to step through the void to a nearby location\\ **Range**: Self\\ **Speed**: Instant\\ **Effect**: You move 10 feet in any direction\\ **Cooldown**: 6 rounds\\ **Special**: You must be able to see your target location. You jump to your target location, without traversing the distance. Void step has no effect on your velocity\\ **Talent Point Improvements**:\\ □□ Increase the distance moved by 5 feet. Maximum distance is 20 feet\\ □ Reduce the cooldown by 1 round. Minimum cooldown is 1 round\\