The Windwalker

Swift Strikers

Among monks, none have mastered the martial arts as the windwalkers have, and few across Azeroth can fight with their grace. Windwalkers possess unparalleled physical finesse, and are capable of overwhelming their enemies with a dizzying flurry of punches and kicks. Their skill comes primarily from a lifetime of intense training and discipline, but the power they exhibit is shrouded in more mysticism than meets the untrained eye. The combination of their peak physical conditioning, state of inner calm, and leveraging of mystical chi makes windwalker monks a true force to be reckoned with. -Blizzard Entertainment


Defining Class Feature

Swiftness of the Wind

Windwalkers are fast-moving fighters who never stay still for long. They use the momentum of combat to move from one form to another, always with grace and balance that provides them with legendary skills; however, a Windwalker Monk must build that momentum each fight.

Gain +3 to Melee Attack. Additionally, your successful attacks generate Chi. Each time you successfully hit an enemy, you gain 1 Chi point. When you deal 3 damage or above, you instead gain 3 Chi.

Additionally, you may spend a Chi point to strike an additional time. For each point you spend, you may roll an additional Melee Attack. The additional attacks do not have to be against the same target, and they do not generate Chi. You may have a total of 5 Chi. You start combat with 2 Chi.

Class Toolkits

Select three Toolkits from the following pages to add to your character's abilities on your character sheet. You receive your Toolkits (Rank 1) at Level 1, 2, and 3. These Toolkits upgrade to Rank 2 upon reaching Level 4.

If you wish to change your Toolkit selection, you must undergo an RP Quest in order to enact this change. Speak to an Officer or the Chieftain in order to facilitate this Quest.

Tiger Palm [Active]

Spell Description:

Trained in the striking of critical targets and pressure points on the body a Windwalker can strike with deep blows that do heavy damage without expending a great deal of energy themselves.

Spell Effect at Rank 1:

  • Chi Cost: 4

Channel your Chi energy into a single blow that targets critical areas of the body and deal an automatic 4 damage.

Spell Effect at Rank 2:

  • Chi Cost: 4
  • Duration: 2 Turns (Bleed)

Channel your Chi energy into a single blow that targets critical areas of the body and deal an automatic 4 damage. When you strike, roll a Melee Attack. If you roll a 17 or above, the target begins to bleed internally, suffering 3 damage per turn for 2 turns.


Caged Winds [Active]

Spell Description:

Windwalkers are free spirits by nature. While highly disciplined on their own they prefer to flow through combat and life where the wind takes them and they do no react will to being confined.

Spell Effect at Rank 1:

  • Chi Cost: 2

When Stunned, Grappled, or caged in any way, you may focus your Chi to break free automatically. For 2 turns afterwards, you gain +1 Strength.

Spell Effect at Rank 2:

  • Chi Cost: 2

When Stunned, Grappled, or caged in any way, you may focus your Chi to break free automatically. For 2 turns afterwards, you gain +2 Strength.

Whirlwind Strike [Active]

Spell Description:

While a Windwalker excels at fighting single enemies they have a few tricks up their sleeves when it comes to being surrounded. Often times those that think cornering a Windwalker will stop their deadly mobility are disheartened to learn otherwise.

Spell Effect at Rank 1:

  • Chi Cost: 3

Execute a flurry of blows to up to 4 targets in Melee Range of you. Each target takes 2 damage automatically. Additionally, roll a Grapple check against each target you damage. Rolls of 17 or higher cause the target to be locked in the whirlwind of Chi energy you created, unable to move for 2 turns.

Spell Effect at Rank 2:

  • Chi Cost: 3

Execute a flurry of blows to up to 4 targets in Melee Range of you. Each target takes 3 damage automatically. Additionally, roll a Grapple check against each target you damage. Rolls of 15 or higher cause the target to be locked in the whirlwind of Chi energy you created, unable to move for 3 turns.


Hit Combo [Passive]

Spell Description:

Some Windwalkers have become so adept at weaving their strikes and alternating between punches, kicks, slams, and smacks that their enemy cannot easily predict them. They are most effective when weaving a multitude of strikes against an enemy rather than a steady stream of single punches.

Spell Effect at Rank 1:

Your maximum Chi is now 6 and you may use 2 Windwalker Toolkits in one round if you have the Chi to spend it.

Spell Effect at Rank 2:

Your maximum Chi is now 7 and you may use 2 Toolkits in one round if you have the Chi to spend it. If you are using a non-Windwalker Toolkit, consider the Toolkit to cost 1 Chi to use. These Toolkits still follow the same restrictions (if they are only useable once per encounter, you may only use it once per encounter), but they may be used on the same turn as other Toolkits when you spend the Chi points. Additionally, the bonus Melee Attacks you make with Chi points have Advantage.

Storm, Earth, and Fire [Active]

Spell Description:

Windwalkers have attuned themselves so innately with the elements and with their inner Chi that some are able to fight with more than just their fists. Master Windwalkers are able to split themselves spiritually, shearing off two copies of themselves to further assault and harass their enemies. These copies adopt the form of the elements of Earth and Fire, while the Windwalker themselves becomes the embodiment of the Storm.

Spell Effect at Rank 1:

  • Duration: 3 Turns
  • Chi Cost: 4

Split into three separate entities-- yourself, and two copies. Your copies attack two other targets of your choosing and copy everything you do for 3 turns against those targets. After those 3 turns, they rush back to you and you reform into a single entity again. The copies can be dispelled. When a copy is dispelled, you take 3 damage as that piece of your spirit comes rushing back to your body.

If the copies are healed, you receive the healing instead. If the copies are damaged, you take the damage instead. The copies can exist outside of your line of sight, and you can take your turn to see and feel through their senses instead of your own.

Spell Effect at Rank 2:

  • Duration: 3 Turns
  • Chi Cost: 4

Split into three separate entities-- yourself, and two copies. Your copies attack two other targets of your choosing and copy everything you do for 3 turns against those targets. After those 3 turns, they rush back to you and you reform into a single entity again. The copies can be dispelled. When a copy is dispelled, you take 2 damage as that piece of your spirit comes rushing back to your body.

If the copies are healed, you receive the healing instead. If the copies are damaged, you take the damage instead. The copies can exist outside of your line of sight, and you can take your turn to see and feel through their senses instead of your own. Additionally, you may take your turn to swap positions with a copy, teleporting to their place while they replace your own.