Part of Destiny: Nimble
Level 3
Air Dash.
Your Windstep gains: You can pull creatures within Reach 1 of your movement anywhere else within this Reach. Jolted creatures can be moved from Reach 2 instead, ending the condition.
Charged Fist.
Your unarmed strikes do Arc damage, Jolt on hit, and are Vicious.
Level 7
Cleaving Gale.
Whenever you crit, deal that much damage to a 2nd target within Reach 2. +1 additional target if the 2nd target was Jolted, ending the condition.
Cyclonic Defense.
Whirling Defense gains: you may place any other creatures within Reach 4, elsewhere within Reach 4. +2 Reach to move Jolted creatures.
Level 11
Galeforce.
Your Swiftstrikes gain advantage and knockback STR spaces away; you may suffer 1 Wound to double the distance. Jolted creatures are knocked back the extra distance automatically.
Level 15
Tempest's Fury.
Whenever you would roll any extra dice for a crit instead roll 1d20.