Way of the Gathered Winds

Those who follow the Way of the Gathered Winds learn ways to move with speed and prowess. Their agility is unrivalled as they speed their way across the battlefield, dodging and weaving between their foes.

Whirlwind Stance

Starting at third level when a creature misses you, if you are benefitting from the dodge action then you may attack that creature with an unarmed strike as a reaction.

Light as Air

Starting at 6th level you may move through enemy and allied spaces without penalty and do not set off floor based traps such as trip wires, pressure plates or pits.

Further when you use step of the wind your jump distances are instead multiplied by five and you can disengage and dash as a single bonus action.

Gale Force Punch

Starting at 11th level, once on your turn if you hit a creature with a melee weapon attack and that creature was more than 15ft away from you at the start of your turn, you may roll your martial arts damage die and add that to the damage dealt.

Hurricane Stance

Starting from level 17 as an action you may spend 3 ki points to enter Hurricane Stance for the rest of the turn. For the rest of the turn you may only move in a straight line from where you entered Hurricane Stance. While in Hurricane Stance whenever a creature is in your reach this turn you may make a single unarmed attack against it. You may not attack a single creature more than once while in Hurricane Stance.

Credit: Willian Murai

Credit: CD PROJEKT RED

Credit: Jack Holliday