Wind Jump
You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall.
Heightened (6th) At the end of your turn, you can attempt a DC 30 acrobatics check to find purchase in midair. If you succeed, you don't fall.
Spell Effect: Wind Jump
Traits
Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.
An action with this trait requires a degree of mental concentration and discipline.
Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.
Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.