{"name":"Adept","overview":"Adepts are living weapons and athletes that have\r\ntrained their bodies and honed their minds to perfection.\r\nThis process endows them with considerable\r\nmental power and an unusual understanding of the\r\nself. Every adept has a different reason for striving\r\ntowards ever greater heights of personal achievement,\r\nbut all can be incredibly deadly. Be they rough pugilists\r\nused to life in the pits, religious dancers whose\r\nprayer is battle, or covert assassins from secret societies,\r\nadepts all learn amazing supernatural abilities\r\nthat set them apart from common warriors.\r\nPower of Discipline\r\nAdepts harness mental and physical power through\r\ntraining, an energy they call focus. While this can\r\nbe fuel for supernatural feats, in essence it is nothing\r\nmore than the innate potential every living being\r\nhas. Adepts channel this power within themselves to\r\naccomplish the impossible and surpass the limitations\r\nof their bodies, allowing them to be as deadly\r\nunarmed as a trained warrior is with sharp blades.\r\nAs they grow more powerful, they learn several new\r\nways of using their focus.\r\nMasters and Students\r\nThe art of the adept is old and personal, often\r\ntaught by one master to a single student, and though\r\nthe path to perfection is always long, each chooses\r\ntheir own different way to reach it. However they\r\nare all united by the generations of adepts that came\r\nbefore them, the ones who discovered these secrets\r\nand passed them forward. Adepts are always ready\r\nto learn, both when it comes to their own abilities\r\nand about the world around them. They are also\r\nalways ready to teach, for they know their craft\r\nwill never survive unless more adepts are trained\r\nlike they were.\r\n\r\n[b]Creating an Adept[\/b]\r\nWhen creating an adept, ask yourself the following\r\nquestions. Where did you meet your master? Why\r\ndid they choose to train you? How was your relationship\r\nwhile you were training? Is your master still\r\nalive? Do they have enemies that might know about\r\nyou? How ingrained are you with the adept community?\r\nAre you familiar with other adepts? Have you\r\nvisited other masters, maybe even trained under\r\nthem? Do you have any friends or rivals in other\r\nschools? Do you have any scars, whether physical or\r\nemotional, from engaging in battle with your peers?\r\nWhy have you chosen to walk the path to perfection?\r\nHave you suffered a crushing defeat due to\r\nyour lack of martial prowess, or lost a loved one\r\nbecause you were not able to defend them? Did\r\nyou witness a true master in action and hoped you\r\ncould be like them? Are you the reincarnation of a\r\nlegendary martial arts prodigy?","hit_dice":"1d8","hit_points_at_1st_level":"8+ your constitution modifier ","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier per adept level after 1st","armor_proficiencies":"None","weapon_proficiencies":"Simple weapons, punching daggers, shortswords, throwing daggers","tools":"Choose one type of artisan\u2019s tools or one musical instrument","saving_throws":"Strength, Dexterity","skills":"Choose two from Acrobatics, Athletics,\r\nHistory, Insight, Perception, Religion and Stealth","starting_equipment":"You begin the game with 30 gold which you can\r\nspend on your character\u2019s starting weapons, armor,\r\nand adventuring gear. You can select your own gear\r\nor choose one of the following equipment packages.\r\nAlso consult the Suggested Equipment section of your\r\nchosen background.\r\n\u2022 [b]Dungeoneer\u2019s Set[\/b] (Cost 18 gold): Quarterstaff,\r\n10 darts, dungeoneer\u2019s pack\r\n\u2022 [b]Explorer\u2019s Set[\/b] (Cost 25 gold): Shortsword,\r\n10 darts, explorer\u2019s pack","spellcasting":"","class_features":"[b]Adroit Defense[\/b]\r\nAt 1st level, you learn special defensive techniques.\r\nChoose one of the following options.\r\n\r\n[b][i]Agile Defense[\/i][\/b]\r\nWhile you are wearing no armor and not wielding a\r\nshield, your AC equals 10 + your Dexterity modifier\r\n+ your Wisdom modifier.\r\n[b][i]\r\n[br]Brutal Defense[\/i][\/b]\r\nYou are proficient with light armor. While you are\r\nwearing light armor, you replace your Dexterity\r\nmodifier with your Strength modifier for AC. If\r\nyou know the Adept Speed practiced technique or\r\nany other that has it as a requirement, you can use\r\nthem while wearing light armor.\r\n\r\n[b]Martial Arts[\/b]\r\nAt 1st level, your trail to perfection gives you mastery\r\nof combat styles that use unarmed strikes and adept\r\nweapons, which are quarterstaffs, punching daggers,\r\nshortswords, and any simple melee weapons that\r\ndon\u2019t have the two-handed or heavy property.\r\nYou gain the following benefits while you are\r\nunarmed or wielding only adept weapons and you\r\naren\u2019t wielding a shield:\r\n\r\n\u2022 You can use Dexterity instead of Strength\r\nfor the attack and damage rolls of your\r\nunarmed strikes and adept weapons.\r\n\r\n\u2022 You can roll a d4 in place of the normal\r\ndamage of your unarmed strike or adept\r\nweapon. This die changes as you gain adept\r\nlevels, as shown in the Martial Arts column\r\nof the Adept table.\r\n\r\n\u2022 When you use the Attack action with an\r\nunarmed strike or an adept weapon on your\r\nturn, you can make one unarmed strike as\r\na bonus action. For example, if you take the\r\nAttack action and attack with a quarterstaff,\r\nyou can also make an unarmed strike as a\r\nbonus action, assuming you haven\u2019t already\r\ntaken a bonus action this turn.\r\n\r\n[b]Combat Maneuvers[\/b]\r\nStarting at 2nd level, you gain the ability to use\r\ncombat maneuvers. You gain proficiency in two\r\ncombat traditions from the following list: Mirror\u2019s\r\nGlint, Rapid Current, Razor\u2019s Edge, Unending\r\nWheel. You learn two maneuvers of your choice\r\nfrom traditions you are proficient with.\r\nYou gain an exertion pool equal to twice your\r\nproficiency bonus, regaining any spent exertion at\r\nthe end of a short or long rest. You use your maneuvers\r\nby spending points from your exertion pool.\r\nThe Maneuvers Known column of the Adept table\r\nshows when you learn more maneuvers from a tradition\r\nyou are proficient with, while the Maneuver\r\nDegree column shows the highest degree you can\r\nselect maneuvers from at a given level.\r\nAdditionally, whenever you learn a new maneuver,\r\nyou can choose one of the maneuvers you know and\r\nreplace it with another maneuver of the same degree\r\nfrom a tradition you are proficient with.\r\nAs an adept, you gain +1 to your maneuver DC.\r\n\r\n[b]Exertion Focus[\/b]\r\nAt 2nd level, your training allows you to harness\r\nyour mental energy into a supernatural state of\r\nfocus. Some cultures refer to this energy as ax\u00e9,\r\nprana, pneuma, or ki. Your access to this energy\r\nis represented by your exertion pool.\r\nYou can spend exertion points to fuel various\r\nfocus features. You start knowing three such\r\nfeatures: Flurry of Blows, Long Step, and Patient\r\nDefense. You learn more focus features as you\r\ngain levels in this class.\r\nSome of your focus features require your target\r\nto make a saving throw to resist the feature\u2019s effects.\r\nThe saving throw DC is calculated as follows:\r\nFocus save DC = 8 + your proficiency bonus +\r\nyour Wisdom modifier\r\n\r\n[b][i]Flurry of Blows[\/i][\/b]\r\nImmediately after you take the Attack action on\r\nyour turn, you can spend 1 exertion to make two\r\nunarmed strikes as a bonus action.\r\n[b][i]\r\n[br]Long Step[\/i][\/b]\r\nYou can spend 1 exertion to take the Disengage or\r\nDash action as a bonus action on your turn, and\r\nyour jump distance is doubled for the turn.\r\n[b][i]\r\n[br]Patient Defense[\/i][\/b]\r\nYou can spend 1 exertion to take the Dodge action\r\nas a bonus action on your turn.\r\n\r\n[b]Practiced Techniques[\/b]\r\n\r\nYou have picked up a number of tricks in your path\r\ntowards perfection. At 2nd level you gain a practiced\r\ntechnique of your choice. Your practiced techniques\r\nare detailed at the end of the class description. The\r\nTechniques Known column of the Adept table shows\r\nwhen you learn more practiced techniques. Unless\r\notherwise noted, you can gain each technique\r\nonly once.\r\n\r\n[b]Adept Archetype[\/b]\r\nWhen you reach 3rd level, you commit yourself to\r\nan adept archetype: a specialization that defines\r\nhow you train your body to perfection. Your tradition\r\ngrants you features at 3rd level and again at\r\n6th, 11th, and 17th level.\r\n\r\n[b]Focus Feature[\/b]\r\nFocus features stem from the mastery of your internal\r\nenergies. At 3rd level, and again every level after that,\r\nchoose one option from the list below. Some features\r\nhave requirements, such as minimum adept level or\r\nanother focus feature. You must meet those requirements\r\nbefore you choose that focus feature.\r\n\r\n[b][i]Additional Attack[\/i][\/b]\r\nRequirement: 11th level\r\nYou can attack three times, instead of twice, when\r\nyou take the Attack action.\r\n\r\n[b][i]Adept Weaponry[\/i][\/b]\r\nRequirement: 5th level\r\nChoose two weapons or one rare weapon. If you\r\nare not proficient with them, you become proficient\r\nwith them. They count as adept weapons for you.\r\nChapter 3: Adept\r\n\r\n[b][i]Battering Shield[\/i][\/b]\r\nRequirement: 11th level\r\nYour weapon attacks blend together so aggressively\r\nthat your assault acts almost as a shield. When you\r\nhit a creature with two or more melee attacks in\r\nthe same round, you gain a +2 bonus to AC against\r\nit until the beginning of your next turn.\r\n\r\n[b][i]Battle Dance[\/i][\/b]\r\nYou gain proficiency in the Performance skill. As a\r\nbonus action, you can spend 2 exertion to bob and\r\nsway, starting a battle dance. Until the end of your\r\nturn, your Speed increases by 20 feet and opportunity\r\nattacks against you are made with disadvantage.\r\nWhen an opportunity attack misses you, you can use\r\nyour reaction to retaliate with an unarmed strike.\r\n\r\n[b][i]Battle Meditation[\/i][\/b]\r\nAs an action, you can spend 1 hit die to regain 1d4\r\nexertion. You can\u2019t use this feature again until you\r\nfinish a short or long rest.\r\n\r\n[b][i]Beyond Size[\/i][\/b]\r\nRequirement: 11th level\r\nYou have learned to use your opponents\u2019 size against\r\nthem. You can use basic maneuvers against creatures\r\nof any size. If a creature is larger than you,\r\nwhen it saves against your basic maneuver you can\r\nuse your reaction to give it disadvantage.\r\n\r\n[b][i]Closed Soul[\/i][\/b]\r\nRequirement: 9th level\r\nWhen you make a saving throw, you can use your\r\nreaction and spend 2 exertion to gain advantage\r\non saving throws against spells and other magical\r\neffects until the beginning of your next turn.\r\n\r\n[b][i]Dancing Maneuver[\/i][\/b]\r\nRequirement: 11th level, any dance\r\nWhen you use a bonus action to activate a combat\r\nmaneuver, you can spend 2 exertion to start one of\r\nyour dances as part of the same bonus action.\r\n\r\n[b][i]Deflect Missiles[\/i][\/b]\r\nYou can use your reaction to deflect or catch the\r\nmissile when you are hit by a ranged weapon attack.\r\nWhen you do so, the damage you take from the\r\nattack is reduced by 1d10 + your Dexterity modifier\r\n+ your adept level.\r\nIf you reduce the damage to 0, you can catch\r\nthe missile if it is small enough for you to hold in\r\none hand and you have at least one hand free. If\r\nyou catch a missile in this way, you can spend 1\r\nexertion to make a ranged weapon attack with the\r\nweapon or piece of ammunition you just caught,\r\nas part of the same reaction. You make this attack\r\nwith proficiency, regardless of your weapon proficiencies,\r\nand the missile counts as an adept weapon\r\nfor the attack, which has a normal range of 20 feet\r\nand a long range of 60 feet.\r\n\r\n[b][i]Deflect Spells[\/i][\/b]\r\nRequirement: Deflect Missiles, 9th level\r\nWhen you are hit by a ranged spell attack that deals\r\ndamage, you can use your reaction and spend 2\r\nexertion to deflect the magic. When you do so, the\r\ndamage you take from the attack is reduced by\r\n2d10 + your Dexterity modifier + your adept level.\r\nIf you reduce the damage to 0, you can spend\r\n1 exertion to redirect the spell to another target\r\nwithin 30 feet of you as part of the same reaction.\r\nYou make this attack with proficiency using your\r\nWisdom modifier.\r\n\r\n[b][i]Distant Death Dance[\/i][\/b]\r\nRequirement: 5th level\r\nAs a bonus action, you can inhale air slowly and\r\nspend 2 exertion to start the distant death dance.\r\nUntil the end of your turn, your reach with unarmed\r\nstrikes increases to 60 feet. You have disadvantage\r\non melee attacks against creatures more than 20\r\nfeet away from you.\r\n\r\n[b][i]Dual Stance[\/i][\/b]\r\nRequirement: 11th level, know at least 2 stance\r\ncombat maneuvers\r\nYour martial stances don\u2019t end when you start\r\nanother stance. You can have two stances active\r\nat the same time. If you are knocked unconscious,\r\nstunned, or begin a long rest both stances end.\r\n\r\n[b][i]Eye for Detail[\/i][\/b]\r\nRequirement: Proficiency with the Insight skill\r\nYou notice patterns others cannot. As an action,\r\nyou can spend 1 exertion to study a creature you\r\nhave watched speak for at least 1 minute. You can\r\nask the Narrator one of these questions:\r\n\u2022 Is the creature hiding any strong emotions?\r\n\u2022 Does the creature have a secret agenda?\r\n\u2022 Did the creature lie in the last minute?\r\n\u2022 Is the creature hiding their true heritage and\/\r\nor culture?\r\nThe Narrator must give you a truthful answer.\r\n\r\n[b][i]Focused Strikes[\/i][\/b]\r\nRequirement: 5th level\r\nYour unarmed strikes count as magical for the\r\npurpose of overcoming resistance and immunity\r\nto nonmagical attacks and damage.\r\n\r\n[b][i]Forbidden Strike[\/i][\/b]\r\nRequirement: 7th level\r\nWhen you hit an opponent with at least one attack\r\nfrom a Flurry of Blows, you can spend 1 exertion to\r\ndeal additional damage equal to your martial arts die.\r\n\r\n[b][i]Hooked Swords Dance[\/i][\/b]\r\nWhen you are fighting with a shortsword in each\r\nhand, you can use a bonus action and spend 2 exertion\r\nto hook them together to start a hooked swords\r\ndance. Until the end of your next turn, your shortswords\r\ngain the reach property. If you hit a target\r\nwith both swords in the same turn, the target takes\r\nan additional 1d10 slashing damage.\r\n\r\n[b][i]Last Dance[\/i][\/b]\r\nRequirement: any dance\r\nWhen the duration of one of your dances ends, you\r\ncan spend 2 exertion to make the effect last until\r\nthe end of your next turn.\r\nIn addition, if you know two or more dance\r\nfocus features you can spend 3 additional exertion\r\nto activate two dances using the same bonus action.\r\n\r\n[b][i]Magic Resistance[\/i][\/b]\r\nRequirement: 15th level, Closed Soul\r\nYou have advantage on saving throws made against\r\nspells and other magical effects.\r\n\r\n[b][i]Maneuver Rush[\/i][\/b]\r\nRequirement: 7th level\r\nWhen you hit with a maneuver that requires 2\r\nattacks from your Attack action, you can use\r\nanother maneuver that requires 1 or 2 attacks\r\nfrom your Attack action as part of the same\r\nAttack action. You can\u2019t use this feature again\r\nuntil you finish a short or long rest.\r\n\r\n[b][i]Mind Over Body[\/i][\/b]\r\nYou can use a bonus action and spend 2 exertion\r\nto gain temporary hit points equal to your martial\r\narts die plus your adept level.\r\n\r\n[b][i]Mirage Dance[\/i][\/b]\r\nRequirement: 5th level\r\nAs a bonus action, you can spend 2 exertion to swiftly\r\nstart a mirage dance. Until the end of your next turn,\r\nyou are under the effect of the mirror image spell.\r\n\r\n[b][i]Paralyzing Strike[\/i][\/b]\r\nRequirement: 9th level\r\nYou can deal paralyzing blows. When you hit another\r\ncreature with a melee weapon attack, you can spend\r\n2 exertion to attempt a paralyzing strike. The target\r\nmust succeed on a Constitution saving throw or be\r\nparalyzed until the end of your next turn.\r\n\r\n[b][i]Powerful Blow[\/i][\/b]\r\nRequirement: 5th level\r\nAs a bonus action, you prepare a crushing blow.\r\nIf you hit a creature with a melee weapon attack\r\nbefore the end of your next turn, you can spend 1\r\nexertion to deal additional damage equal to your\r\nmartial arts die.\r\n\r\n[b][i]Pressure Point Secrets[\/i][\/b]\r\nRequirements: Stunning Strike or Paralyzing Strike\r\nWhen you use one of the focus features required,\r\nyou can spend 2 additional exertion. If you do,\r\nyour target has disadvantage on its first saving\r\nthrow made against the focus feature.\r\n\r\n[b][i]Purity of Body[\/i][\/b]\r\nRequirement: 7th level\r\nYou can use your action to end one effect on yourself\r\nthat is causing you to be poisoned or diseased.\r\n\r\n[b][i]Share Focus[\/i][\/b]\r\nRequirement: 11th level\r\nAs an action, you can share your spiritual fortitude\r\nwith others. Choose a creature. That creature can\r\nadd your martial arts die to its next saving throw.\r\nYou can\u2019t use this feature again until you finish a\r\nshort or long rest.\r\n\r\n[b][i]Shockwave[\/i][\/b]\r\nRequirement: 5th level\r\nYou can use an action and spend 3 exertion to hit the\r\nground so hard it sends a shockwave in a 40-foot line\r\nthat is 5 feet wide. Each creature in that line must\r\nmake a Dexterity saving throw. A creature takes\r\n4d6 bludgeoning damage and falls prone on a failed\r\nsave, or half as much damage on a successful one.\r\n\r\n[b][i]Stillness of Mind[\/i][\/b]\r\nRequirement: 7th level\r\nYou can use your action to end one effect on yourself\r\nthat is causing you to be charmed or frightened.\r\n\r\n[b][i]Stunning Strike[\/i][\/b]\r\nRequirement: 5th level\r\nYou can deal incapacitating blows. When you hit\r\nanother creature with a melee weapon attack, you\r\ncan spend 1 exertion to attempt a stunning strike.\r\nThe target must succeed on a Constitution saving\r\nthrow or be stunned until the end of your next turn.\r\n\r\n[b][i]Total Combat[\/i][\/b]\r\nRequirement: 11th level\r\nWhen you deal basic melee damage from using a\r\nbasic maneuver, you deal additional damage equal\r\nto your martial arts die.\r\n\r\n[b][i]Undefeated[\/i][\/b]\r\nRequirement: 11th level\r\nWhen a creature would drop you to 0 hit points, you\r\ncan use your reaction to make an unarmed strike\r\nagainst any enemy within your reach. On a hit, you\r\ncan spend 1 exertion to roll your martial arts die and\r\ngain that many temporary hit points. You can\u2019t use\r\nthis feature again until you finish a short or long rest.\r\n\r\n[b][i]Unlikely Wield[\/i][\/b]\r\nRequirement: 11th level\r\nYou can wield three weapons with the light property\r\nat once. Typically this is done with a dagger wielded\r\nbetween toes, but it has been known to be done with\r\nthe mouth (or even a tail for combatants that have\r\none). When you engage in two weapon fighting, you\r\ncan use the third weapon to make an additional\r\nweapon attack.\r\n\r\n[b][i]Vengeful Spirit[\/i][\/b]\r\nRequirement: 15th level\r\nWhen you make a death saving throw, you can\r\nchoose to set your own spirit loose as a vengeful\r\nghost to stalk your prey. The spirit acts on your\r\ninitiative, has your statistics, ethereal copies of your\r\nequipment, full hit points, and half your exertion\r\npool. Your vengeful spirit is resistant to piercing,\r\nbludgeoning, and slashing damage from nonmagical\r\nweapons. It can move through other creatures and\r\nobjects as if they were difficult terrain, but it takes\r\n1d10 force damage if it ends its turn inside an object.\r\nThe vengeful spirit targets only the creature who\r\nreduced you to 0 hit points. When the creature is\r\ndefeated, the spirit returns to your body. While the\r\nvengeful spirit is active, you don\u2019t need to make\r\ndeath saving throws, but you still suffer automatic\r\nfailures if you are hit. You can\u2019t use this feature\r\nagain until you finish a long rest.\r\n\r\n[b][i]Warding Dance[\/i][\/b]\r\nRequirement: 5th level\r\nWhen you are fighting unarmed or with one weapon\r\nin one hand and nothing in the other, you can use a\r\nbonus action and spend 2 exertion to start a warding\r\ndance. Until the end of your next turn, you have\r\nresistance against bludgeoning, piercing, and\r\nslashing damage.\r\n\r\n[b][i]Weapon Skill[\/i][\/b]\r\nChoose a martial weapon that does not have the\r\nHeavy or Special properties. You become proficient\r\nwith that weapon and it counts as an adept weapon\r\nfor you.\r\n\r\n[b]Battlefield Etiquette[\/b]\r\nAlso at 3rd level, you learn the unwritten rules\r\nof the battlefield. After you have fought beside a\r\nmartial artist for an encounter, battled against them,\r\nor observed them for at least 10 minutes, you gain\r\nan expertise die on Charisma checks against them.\r\nAny creature that has a martial arts die, proficiency\r\nwith a combat tradition, or an exertion pool is\r\nconsidered to be a martial artist.\r\n\r\n[b]Ability Score Improvement[\/b]\r\nWhen you reach 4th level, and again at 8th, 12th,\r\n16th, and 19th level, you can increase one ability\r\nscore of your choice by 2, or you can increase two\r\nability scores of your choice by 1. As normal, you\r\ncan\u2019t increase an ability score above 20 using\r\nthis feature.\r\n\r\n[b]Bonus Exertion[\/b]\r\nAlso at 4th level, your self-awareness and discipline\r\nallow you to draw upon deeper reserves of willpower\r\nthan other warriors. Your exertion pool increases by\r\nthe amount listed in the Bonus Exertion column of\r\nTable: Adept. For example, at 4th level your exertion\r\npool increases to 5, at 5th level when your proficiency\r\nbonus increases your exertion pool becomes 7, at 6th\r\nlevel your exertion pool becomes 8, and so on.\r\n\r\n[b]Extra Attack[\/b]\r\nBeginning at 5th level, you can attack twice,\r\ninstead of once, whenever you take the Attack\r\naction on your turn.\r\n\r\n[b]Empty Mind[\/b]\r\nStarting at 7th level, you can empty your mind and\r\neasily disguise your emotions. As an action, you can\r\nspend 1 exertion to enter a meditative empty mind\r\nstate. This lasts for 1 hour. While in this state, Insight\r\nchecks against you have disadvantage.\r\nIn addition, you gain advantage on saving throws\r\nmade against enchantment spells and resistance to\r\npsychic damage.\r\n\r\n[b]Acquired Knowledge[\/b]\r\nStarting at 13th level, your study of different martial\r\narts traditions and foreign cultures pays off in unexpected\r\nways. Choose a language and a tool you are\r\nnot proficient with. You become proficient with both.\r\n\r\n[b]Great Reputation[\/b]\r\nStarting at 15th level, your reputation spreads and\r\nyou become famous (or infamous) among the adept\r\ncommunity. When you interact with martial artists,\r\ntheir initial attitude towards you is friendly.\r\n\r\n[b]Grandmaster[\/b]\r\nAt 20th level, you finally achieve true mastery and\r\nbecome more than adept\u2014you are a grandmaster.\r\nYou gain the following features.\r\n\r\n[b][i]Death Blow[\/i][\/b]\r\nYou learn how to strike with incredible force at\r\nyour target\u2019s very life force. When you hit with\r\na melee weapon attack, you can choose to make\r\nyour attack a critical hit that deals maximum\r\ndamage. In addition, if the target is a creature it\r\nmakes a Constitution saving throw or it is reduced\r\nto 0 hit points. You can\u2019t use this feature again\r\nuntil you finish a short or long rest.\r\n\r\n[b][i]Perfection Achieved[\/i][\/b]\r\nAt 20th level, you finally achieve true mastery.\r\nAny time you roll your martial arts die, you can\r\nspend 1 exertion to roll a d12 instead. If you roll\r\na 12 on this die, you can roll another d12 and\r\nadd it to the result.\r\n\r\n[b]Practiced Techniques[\/b]\r\nWhen you gain access to a new practiced technique,\r\nchoose one of the following. Some techniques have\r\nrequirements, such as minimum adept level or\r\nanother technique. You must meet those requirements\r\nbefore you choose that technique.\r\n\r\n[b][i]Adept Speed[\/i][\/b]\r\nYour speed increases by 10 feet while you are not\r\nwearing armor or wielding a shield. You can choose\r\nthis technique more than once. Its effects stack.\r\n\r\n[b][i]Focus Speech[\/i][\/b]\r\nRequirement: 15th level\r\nA combination of your knowledge of body language\r\nand your spiritual awareness allows you to understand\r\nall spoken languages. Moreover, any creature\r\nthat can understand a language can understand\r\nwhat you say.\r\n\r\n[b][i]Gale Walk[\/i][\/b]\r\nRequirement: Adept Speed, proficiency\r\nwith Athletics\r\nYou have advantage on Athletics checks made to\r\njump. On your turn, you can spend 1 exertion to\r\ntriple your jump distances until the start of your\r\nnext turn.\r\n\r\n[b][i]Hurricane Walk[\/i][\/b]\r\nRequirement: Gale Walk\r\nYour step is so light you seem to float in the air. You\r\ncan use a bonus action and spend 1 exertion to cast\r\nfly on yourself. You also have advantage on Stealth\r\nchecks related to noise. The effect lasts until the\r\nstart of your next turn.\r\n\r\n[b][i]Instant Step[\/i][\/b]\r\nRequirement: Adept Speed, 11th level\r\nYou can move so fast you seem to teleport. You can\r\nuse an action to spend 4 exertion and choose an\r\nunoccupied space you can see within 500 feet. You\r\nteleport and arrive at exactly the spot desired. You\r\ncan bring along your gear, carried items smaller\r\nthan your arm, and a single creature of your size\r\ncategory or smaller. In addition, you become invisible\r\nuntil the beginning of your next turn.\r\n\r\n[b][i]Marathon Runner[\/i][\/b]\r\nYou are used to running long distances. When you\r\nmove at a fast pace, you don\u2019t suffer a penalty to\r\nyour passive Perception. In addition, you add your\r\nmartial arts die when making a Constitution saving\r\nthrow for a forced march.\r\n\r\n[b][i]Nimble Athlete[\/i][\/b]\r\nYou can always choose to use your Dexterity\r\nmodifier for Athletics checks.\r\n\r\n[b][i]Power Tumble[\/i][\/b]\r\nYou can always choose to use your Strength\r\nmodifier for Acrobatics checks.\r\n\r\n[b][i]Religious Training[\/i][\/b]\r\nYou are proficient with the Religion skill. When\r\nyou are in contact with a holy relic, religious artifact,\r\nor any kind of similar object or structure, you\r\ncan spend 2 exertion to learn something about it.\r\nYou receive a correct answer from the Narrator for\r\na question about the object that can be answered\r\nwith a yes or no.\r\n\r\n[b][i]Shadow Walk[\/i][\/b]\r\nRequirement: 11th level, proficiency with Stealth\r\nYou can step into a shadow and come out of another.\r\nWhen you are in dim light or darkness, as a bonus\r\naction you can teleport up to 60 feet to an unoccupied\r\nspace you can see that is also in dim light or\r\ndarkness. You have advantage on Stealth checks\r\nuntil the beginning of your next turn.\r\n\r\n[b][i]Sixth Sense[\/i][\/b]\r\nRequirement: 11th level\r\nYou have advantage on initiative checks. In addition,\r\nyou can always choose to use your Wisdom\r\nfor Arcana, History, Investigation, Nature, and\r\nReligion checks.\r\n\r\n[b][i]Slow Fall[\/i][\/b]\r\nYou can use your reaction when you fall to reduce\r\nany falling damage you take by an amount equal\r\nto five times your adept level.\r\n\r\n[b][i]Wall Walk[\/i][\/b]\r\nRequirement: Adept Speed, proficiency with\r\nAcrobatics\r\nYou gain the ability to move along vertical surfaces\r\non your turn without falling during the move. You\r\ncan use a bonus action and spend 1 exertion to cast\r\nspider climb on yourself. The effect lasts until the\r\nstart of your next turn.\r\n\r\n[b][i]Warrior\u2019s Awareness[\/i][\/b]\r\nRequirement: Proficiency with Survival\r\nYour honed battlefield awareness is unmatched even\r\nin the wilderness. When you make a Survival check\r\nto avoid being lost, you ignore penalties for moving\r\nat a fast pace and gain a bonus to the check equal\r\nto your martial arts die.\r\n\r\n[b][i]Water Walk[\/i][\/b]\r\nRequirement: Adept Speed\r\nYou gain the ability to move across liquids on your\r\nturn without falling during the move. You can use\r\na bonus action and spend 1 exertion to cast water\r\nwalk on yourself. The effect lasts until the start of\r\nyour next turn.\r\n\r\n[b][i]Wilderness Training[\/i][\/b]\r\nYou are proficient with the Survival skill. For the\r\npurposes of adept class features, you consider beasts\r\nto be martial artists.","subclass_options":"[b]ADEPT ARCHETYPES[\/b]\r\nPart of becoming an adept is choosing a method\r\nof training that determines how you\u2019ll attain the\r\nheights of perfection.\r\n\r\n[b]Brawler[\/b]\r\nMost adepts find intellectual and spiritual knowledge\r\nan important part of their studies\u2014that\u2019s not the\r\ncase for brawlers. These adepts are only concerned\r\nabout fighting and winning, which not only makes\r\nthem tougher than their peers but also more versatile\r\nand unpredictable.\r\n\r\n[b][i]Unorthodox Arsenal[\/i][\/b]\r\nStarting at 3rd level, everything can be a weapon\r\nin your hands. You are proficient with improvised\r\nweapons. When you hit a target with an improvised\r\nweapon, you can spend 1 exertion to deal additional\r\ndamage equal to your martial arts die or use a basic\r\nmaneuver against the same target.\r\n\r\n[b][i]No Sell[\/i][\/b]\r\nStarting at 6th level, when you are hit by a melee\r\nattack, you can use your reaction to spend 1 exertion\r\nand reduce the impact. After damage is determined\r\n(including any resistances you might have), roll your\r\nmartial arts die. Reduce the damage suffered by\r\nthat amount.\r\n\r\n[b][i]Unpredictable Style[\/i][\/b]\r\nStarting at 11th level, the unpredictability of your\r\ncombat style bleeds over to all aspects of your life.\r\nYou can approach problems from unforeseen angles,\r\nusing somewhat brutal solutions that get the job done\r\nswifty (if messily). When you make any ability check\r\nthat could use a skill or tool you are not proficient\r\nwith, you can roll your martial arts die and add it to\r\nthat check. On a success, you can\u2019t use this feature\r\nwith the same ability until you finish a short or long\r\nrest. On a failure, you fall prone and roll your martial\r\narts die, taking damage equal to that amount.\r\n\r\n[b][i]Unrelenting[\/i][\/b]\r\nAt 17th level, nothing can stop you.\r\nWhen you are dropped to 0 hit points, roll your\r\nmartial arts die. You recover that many hit points\r\nand lose that much exertion.\r\nWhen your exertion pool reaches 0, roll your\r\nmartial arts die. You recover that much exertion\r\nand lose that many hit points.\r\nOnce you have gained either exertion points or\r\nhit points from this feature, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n[b]Exalted Athlete[\/b]\r\nFor most adepts the path to perfection is a lonely one.\r\nWhile knowledge is shared in rodas and colosseums\r\naround the world, each journey is extremely personal.\r\nNo companion can truly share an adept\u2019s road except\r\nfor the adept themself. However, this otherworldly\r\ndedication invites attention from supernatural beings.\r\nAn exalted athlete utilizes divine boons to augment\r\ntheir already striking prowess.\r\n\r\n[b][i]Blessed Prowess[\/i][\/b]\r\nStarting at 3rd level, when you make a Strength,\r\nDexterity, or Constitution check, you can add your\r\nmartial arts die. When you fail a Strength, Dexterity,\r\nor Constitution saving throw you can use your\r\nreaction to spend 2 exertion and reroll.\r\n\r\n[b][i]Master Athlete[\/i][\/b]\r\nStarting at 6th level, you move through the world\r\nwith a fluid grace few can match. Your jump\r\ndistances double, you gain advantage on checks\r\nmade to jump, a climb speed equal to your Speed,\r\nand a swim speed equal to your Speed.\r\nIn addition, once per long rest when you would\r\ngain a level of fatigue, you can choose not to gain\r\nthat level of fatigue.\r\n\r\n[b][i]Sacred Boon[\/i][\/b]\r\nStarting at 11th level, when you perform specific\r\nacts of physical and martial prowess, you attract\r\nthe attention of powerful otherworldly beings\u2014\r\nentities that you can call upon for power. Choose\r\nthree of the following benefits:\r\n[b][i]\r\n[br]Boon of Death[\/i][\/b]. The favor of gods of death\r\nfalls upon you whenever you take a life. When\r\nyou reduce a living creature to 0 hit points, you\r\ncan use your reaction to spend 2 exertion and\r\ngain a number of temporary hit points equal\r\nto your martial arts die plus your proficiency\r\nbonus. In addition, you have advantage on\r\ndeath saving throws for 1 minute.\r\n[b][i]\r\n[br]Boon of Hunting[\/i][\/b]. When you succeed on a\r\nSurvival check to Hunt and Gather, you find\r\nyourself under the favor of hunting gods and\r\ngather twice as much Supply.\r\n[b][i]\r\n[br]Boon of Love[\/i][\/b]. When you succeed on a Persuasion\r\ncheck against a creature indifferent to you,\r\ngods of love show you favor. You can spend\r\n3 exertion to make an indifferent creature\r\nfriendly towards you for 1 hour.\r\n[b][i]\r\n[br]Boon of Speed[\/i][\/b]. When you move more than\r\nyour Speed during your turn, you find yourself\r\nunder the favor of speed gods and can use your\r\nreaction to spend 2 exertion and take the\r\nDodge action.\r\n[br][b][i]Boon of Tactics[\/i][\/b]. When you make an opportunity\r\nattack against a creature, gods of battle\r\nshow you favor. You can spend 2 exertion to\r\ngain advantage on the opportunity attack.\r\n[br][b][i]Boon of War[\/i][\/b]. When you score a critical hit\r\nagainst a creature, you find yourself under the\r\nfavor of war gods and can use your reaction to\r\nspend 2 exertion and acquire this boon. Your\r\nnext successful melee weapon attack deals additional\r\ndamage equal to your martial arts die\r\nplus your proficiency bonus.\r\n\r\n[b][i]Eternal Favor[\/i][\/b]\r\nAt 17th level, the gods that watch over you grant\r\nyou a token of their appreciation. This commonly\r\ntakes the place of a gold medal, but it can be any\r\nother trinket of similar size. While you are wearing\r\nthe item, you are immune to the blinded, deafened,\r\nfatigue, and poisoned conditions. In addition, you\r\ncan spend 1 exertion to use your Blessed Prowess\r\nfeature on any ability check and you don\u2019t need to\r\nspend exertion to call upon Sacred Boons. Finally,\r\nwhen you roll initiative and are wearing your Eternal\r\nFavor, you roll your martial arts die and regain that\r\nmuch exertion.\r\nIf your Eternal Favor is destroyed, the gods bestow\r\nanother token upon you after you complete an\r\narduous task to prove you are still worthy.\r\n\r\n[b]Warrior Monk[\/b]\r\nAdepts of the warrior monk tradition value the\r\nlegacy of their forebears. While they emphasize\r\nprowess as much as any other adept and keep their\r\ngaze fixed on their path towards perfection, warrior\r\nmonks treasure their roots deeply. They unearth lost\r\nmartial arts knowledge and are always ready to fight\r\nin any situation, enhancing their unarmed skills\r\nbeyond those of their peers.\r\n\r\n[b][i]Lost Tradition[\/i][\/b]\r\nStarting at 3rd level, your training unlocks lost\r\nknowledge. Choose a combat tradition you are\r\nnot proficient in. You become proficient in that\r\ntradition. When you use a combat maneuver that\r\nrequires a weapon with a particular property (such\r\nas finesse or heavy), your unarmed strikes count\r\nas having that property.\r\n\r\n[b][i]Way of the Fist[\/i][\/b]\r\nStarting at 6th level, you regain exertion equal\r\nto half your proficiency bonus when you score a\r\ncritical hit with an unarmed strike. When you hit\r\na creature with an unarmed strike, you can spend\r\n1 exertion to deal additional damage equal to your\r\nmartial arts die.\r\n\r\n[b]Ancestral Guidance[\/b]\r\nStarting at 11th level, you can meditate during a\r\nlong rest to commune with the spirits of ancient\r\nwarrior monks and borrow their techniques. Choose a\r\ncombat tradition. If you are proficient in that tradition,\r\nlearn two maneuvers from it. If you are not proficient\r\nin that tradition, you become proficient in it and learn\r\ntwo maneuvers from it. Combat maneuvers learned\r\nthrough this feature are forgotten when you begin\r\nyour next long rest.\r\n\r\n[b][i]Perfect Fist[\/i][\/b]\r\nStarting at 17th level, you reach mastery of the way\r\nof the fist. When you make an unarmed strike, you\r\nscore critical hits on a roll of 19\u201320. If you already\r\nhave a feature that increases the range of your critical\r\nhits, your critical hit range increases by 1 (maximum\r\n17\u201320). In addition, when you use a bonus action\r\nto make an unarmed strike, it deals an additional\r\ndamage die.\r\nIf a creature is reduced to 0 hit points by your\r\nunarmed strikes, you can spend 3 exertion to make\r\nits body and soul be destroyed in an implosion. The\r\ntarget can\u2019t be brought back from the dead, except\r\nwith a wish spell.\r\nWhen you hit a creature with two or more\r\nunarmed strikes in the same turn, you can spend 3\r\nexertion to force it to make a Constitution saving\r\nthrow, dealing one effect from the list below on a\r\nfailure. For each successful unarmed strike after\r\nthe second, you can spend 1 exertion to deal one\r\nadditional effect. For example, if you hit with four\r\nunarmed attacks, you can spend 5 exertion to deal\r\nthree effects. You can\u2019t choose the same effect more\r\nthan once, and on a successful saving throw all\r\neffects are negated.\r\n\u2022 Deal additional damage equal to twice your\r\nmartial arts die.\r\n\u2022 The creature is blinded and deafened for\r\n1 minute.\r\n\u2022 The creature is paralyzed for 1 minute. At the\r\nbeginning of each of its turns, the creature can\r\nrepeat the saving throw, ending the effect on\r\nitself on a success.\r\n\u2022 The creature is knocked prone and becomes\r\npoisoned for 1 minute.\r\n\u2022 Healing features, spells, and traits have no\r\neffect on the creature until the beginning of\r\nyour next turn.\r\n\u2022 The creature loses a spell slot from its\r\nhighest available level.\r\n\u2022 The creature loses 6 exertion.\r\n\u2022 The creature can\u2019t use bonus actions,\r\nlegendary actions, or reactions until the\r\nbeginning of your next turn.\r\n\u2022 The creature gains a level of fatigue.","table_data":"\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Proficiency Bonus[\/th]\r\n[th]Martial Arts[\/th]\r\n[th]Features[\/th]\r\n[th]Techniques known[\/th]\r\n[th]Focus Feature[\/th]\r\n[th]Bonus Exertion[\/th]\r\n[th]Maneuvers Known[\/th]\r\n[th]Maneuver Degree[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]1d4[\/td]\r\n[td]Androit Defence, Martial Arts[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]1d4[\/td]\r\n[td]Combat Maneuvers,\r\nExertion Focus,\r\nPracticed Techniques[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]2[\/td]\r\n[td]1st[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]1d4[\/td]\r\n[td]Adept Archetype,\r\nBattlefield Etiquette[\/td]\r\n[td]1[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]2[\/td]\r\n[td]1st[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]1d4[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[td]3[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]1d6[\/td]\r\n[td]Extra Attack[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]3[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]1d6[\/td]\r\n[td]Tradition Feature[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]1d6[\/td]\r\n[td]Empty Mind[\/td]\r\n[td]3[\/td]\r\n[td]5[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]2nd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]1d6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]4[\/td]\r\n[td]6[\/td]\r\n[td]3[\/td]\r\n[td]5[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]1d6[\/td]\r\n[td]-[\/td]\r\n[td]4[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]5[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]1d6[\/td]\r\n[td]-[\/td]\r\n[td]5[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]6[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]1d8[\/td]\r\n[td]Tradition Feature[\/td]\r\n[td]5[\/td]\r\n[td]9[\/td]\r\n[td]5[\/td]\r\n[td]6[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]1d8[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]6[\/td]\r\n[td]10[\/td]\r\n[td]5[\/td]\r\n[td]6[\/td]\r\n[td]3rd[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]1d8[\/td]\r\n[td]Acquired Knowledge[\/td]\r\n[td]6[\/td]\r\n[td]11[\/td]\r\n[td]6[\/td]\r\n[td]7[\/td]\r\n[td]4th[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]1d8[\/td]\r\n[td]-[\/td]\r\n[td]7[\/td]\r\n[td]12[\/td]\r\n[td]7[\/td]\r\n[td]7[\/td]\r\n[td]4th[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]1d8[\/td]\r\n[td]Great Reputation[\/td]\r\n[td]7[\/td]\r\n[td]13[\/td]\r\n[td]7[\/td]\r\n[td]8[\/td]\r\n[td]4th[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]1d10[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]8[\/td]\r\n[td]14[\/td]\r\n[td]8[\/td]\r\n[td]8[\/td]\r\n[td]4th[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]1d10[\/td]\r\n[td]Tradition Feature[\/td]\r\n[td]8[\/td]\r\n[td]15[\/td]\r\n[td]8[\/td]\r\n[td]9[\/td]\r\n[td]5th[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]1d10[\/td]\r\n[td]-[\/td]\r\n[td]9[\/td]\r\n[td]16[\/td]\r\n[td]9[\/td]\r\n[td]9[\/td]\r\n[td]5th[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]1d10[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]9[\/td]\r\n[td]17[\/td]\r\n[td]9[\/td]\r\n[td]10[\/td]\r\n[td]5th[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]1d10[\/td]\r\n[td]Grandmaster[\/td]\r\n[td]10[\/td]\r\n[td]18[\/td]\r\n[td]10[\/td]\r\n[td]10[\/td]\r\n[td]5th[\/td]\r\n[\/tr]\r\n[\/table]\r\n","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"1001262","world":"cbcd89d8-d6d2-41da-81a3-0c382aeffa9a","folder":""}