Hit Points at 1st level: 9 + Constitution Score
Hit points per level: 4
Hit Dice amount: Prof + constitution modifier + 3 (minimum 1)
Hit Dice Size: 1d8
Saving Throws: Anchor, Reflexes
Skill pts at 1st level: 4
Skill pts per level: 1
Proficiencies: Armor: None
Weapons: Simple weapons, punching daggers, shortswords, throwing daggers
At 1st level, you learn special defensive techniques. Choose one of the following options.
Agile Defense. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Brutal Defense. You are proficient with light armor. While you are wearing light armor, you replace your Dexterity modifier with your Strength modifier for AC. If you know the Adept Speed practiced technique or any other that has it as a requirement, you can use them while wearing light armor.
At 1st level, your trail to perfection gives you mastery of combat styles that use unarmed strikes and adept weapons, which are quarterstaffs, punching daggers, shortswords, and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only adept weapons and you aren’t wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and adept weapons, as though they had the finesse property.
You can roll a d4 in place of the normal damage of your unarmed strike or adept weapon. This die changes as you gain adept levels, as shown in the Martial Arts column of the Adept table.
When you use the Attack action with an unarmed strike or an adept weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Starting at 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Mirror’s Glint, Rapid Current, Razor’s Edge, Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Adept table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with. As an adept, you gain +1 to your maneuver DC.
You have picked up a number of tricks in your path towards perfection. At 2nd level you gain a practiced technique of your choice. Your practiced techniques are detailed at the end of the class description. The Techniques Known column of the Adept table shows when you learn more practiced techniques. Unless otherwise noted, you can gain each technique only once.
At 2nd level, your training allows you to harness your mental energy into a supernatural state of focus. Some cultures refer to this energy as axé, prana, pneuma, or ki. Your access to this energy is represented by your exertion pool. You can spend exertion points to fuel various focus features. You start knowing three such features: Flurry of Blows, Long Step, and Patient Defense. You learn more focus features as you gain levels in this class. Some of your focus features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Focus save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 exertion to make two unarmed strikes as a bonus action.
Long Step. You can spend 1 exertion to take the Disengage and Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Patient Defense. You can spend 1 exertion to take the Dodge action as a bonus action on your turn.
When you reach 3rd level, you commit yourself to an adept archetype (from in-print books or from the ones available here, recommended in-print archetypes : Way of the Ascendant Dragon, Way of the Astral Self, Way of Mercy): a tradition that defines how you train your body to perfection. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level
Also at 3rd level, you learn the unwritten rules of the battlefield. After you have fought beside a martial artist for an encounter, battled against them, or observed them for at least 10 minutes, you gain an expertise die on Charisma checks against them. Any creature that has a martial arts die, proficiency with a combat tradition, or an exertion pool is considered to be a martial artist
Focus features stem from the mastery of your internal energies. At 3rd level, and again every level after that, choose one option from the focus feature list at the end of the class description. Some features have requirements, such as minimum adept level or another focus feature. You must meet those requirements before you choose that focus feature.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Also at 4th level, your self-awareness and discipline allow you to draw upon deeper reserves of willpower than other warriors. Your exertion pool increases by the amount listed in the Bonus Exertion column of the Adept table. For example, at 4th level your exertion pool increases to 5, at 5th level when your proficiency bonus increases your exertion pool becomes 7, at 6th level your exertion pool becomes 8, and so on
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 7th level, you can empty your mind and easily disguise your emotions. As an action, you can spend 1 exertion to enter a meditative empty mind state. This lasts for 1 hour. While in this state, Insight checks against you have disadvantage. In addition, you gain advantage on saving throws made against enchantment spells and resistance to psychic damage.
Starting at 13th level, your study of different martial arts traditions and cultures pays off in unexpected ways. Choose a skill, and a tool you are not proficient with. You gain skill points in that skill until its rank equals your proficiency bonus and you become proficient with the tool.
Starting at 15th level, your reputation spreads and you become famous (or infamous) among the adept community. When you interact with martial artists, their initial attitude towards you is friendly
At 20th level, you finally achieve true mastery and become more than adept—you are a grandmaster. You gain the following features.
Death Blow. You learn how to strike with incredible force at your target’s very life force. When you hit with a melee weapon attack, you can choose to make your attack a critical hit that deals maximum damage. In addition, if the target is a creature it makes a Fortitude saving throw or it is reduced to 0 hit points. You can’t use this feature again until you finish a short or long rest.
Perfection Achieved. At 20th level, you finally achieve true mastery. Any time you roll your martial arts die, you can spend 1 exertion to roll a d12 instead. If you roll a 12 on this die, you can roll another d12 and add it to the result.
When you gain access to a new practiced technique, choose one of the following. Some techniques have requirements, such as minimum adept level or another technique. You must meet those requirements before you choose that technique.
Your speed increases by 10 feet while you are not wearing armor or wielding a shield. You can choose this technique more than once. Its effects stack.
Requirement: 15th level
A combination of your knowledge of body language and your spiritual awareness allows you to understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Requirement: Adept Speed, At least 3 ranks in Acrobatics
You have advantage on Acrobatics checks made to jump. On your turn, you can spend 1 exertion to triple your jump distances until the start of your next turn.
Requirement: Gale Walk
Your step is so light you seem to float in the air. You can use a bonus action and spend 1 exertion to cast fly on yourself. You also have advantage on Stealth checks related to noise. The effect lasts until the start of your next turn.
Requirement: Adept Speed, 11th level
You can move so fast you seem to teleport. You can use an action to spend 4 exertion and choose an unoccupied space you can see within 500 feet. You teleport and arrive at exactly the spot desired. You can bring along your gear, carried items smaller than your arm, and a single creature of your size category or smaller. In addition, you become invisible until the beginning of your next turn.
You are used to running long distances. When you move at a fast pace, you don’t suffer a penalty to your passive Awareness. In addition, you add your martial arts die when making a Endurance check for a forced march.
You can choose to use your Dexterity modifier for Climb and Swim checks, furthermore, you use your Dexterity score to determine how far you can jump.
You can choose to use your Strength modifier for Acrobatics and Escape Artist checks.
You gain two skill points in the Religion skill. When you are in contact with a holy relic, religious artifact, or any kind of similar object or structure, you can spend 2 exertion to learn something about it. You receive a correct answer from the Narrator for a question about the object that can be answered with a yes or no. Only one such question can be asked per item or structure.
Requirement: 11th level, At least 3 ranks in Stealth
You can step into a shadow and come out of another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You have advantage on Stealth checks until the beginning of your next turn.
Requirement: 11th level
You have advantage on initiative checks. In addition, you can always choose to use your Wisdom for Arcana, History, Investigation, Nature, and Religion checks.
You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your adept level.
Requirement: Adept Speed, At least 3 ranks in Climb
You gain the ability to move along vertical surfaces on your turn without falling during the move. You can use a bonus action and spend 1 exertion to cast spider climb on yourself. The effect lasts until the start of your next turn.
Requirement: At least 4 ranks total in Wilderness or Dungeoneering
Your honed battlefield awareness is unmatched even in the wilderness. When you make a Wilderness or Dungeoneering check to avoid being lost, you ignore penalties for moving at a fast pace and gain a bonus to the check equal to your martial arts die.
Requirement: Adept Speed
You gain the ability to move across liquids on your turn without falling during the move. You can use a bonus action and spend 1 exertion to cast water walk on yourself. The effect lasts until the start of your next turn.
You gain two skill points in the Wilderness skill. For the purposes of adept class features, you consider beasts to be martial artists.
When you gain access to a new Focus Feature, choose one of the following. Some Features have requirements, such as minimum adept level or another technique.
Requirement: 11th level
You can attack three times, instead of twice, when you take the Attack action.
Requirement: 5th level
Choose two weapons or one rare weapon. If you are not proficient with them, you become proficient with them. They count as adept weapons for you.
Your weapon attacks blend together so aggressively that your assault acts almost as a shield. When you hit a creature with two or more melee attacks in the same round, you gain a +2 bonus to AC against it until the beginning of your next turn.
As a bonus action, you can spend 1 exertion to bob and sway, starting a battle dance. Until the end of your turn, your Speed increases by 20 feet and opportunity attacks against you are made with disadvantage. When an opportunity attack misses you, you can use your reaction to retaliate with an unarmed strike.
As an action, you can spend 1 hit die to regain 1d4 exertion. You can’t use this feature again until you finish a short or long rest.
Requirement: 8th level
You have learned to use your opponents’ size against them. You can use basic maneuvers against creatures of any size. If a creature is larger than you, when it saves against your basic maneuver you can use your reaction to give it disadvantage.
Requirement: 9th level
When you make a saving throw, you can use your reaction and spend 2 exertion to gain advantage on saving throws against spells and other magical effects until the beginning of your next turn.
Requirement: 11th level, any dance
When you use a bonus action to activate a combat maneuver, you can spend 2 exertion to start one of your dances as part of the same bonus action.
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your adept level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 exertion to make a ranged weapon attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as an adept weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Requirement: Deflect Missiles, 9th level
When you are hit by a ranged spell attack that deals damage, you can use your reaction and spend 2 exertion to deflect the magic. When you do so, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your adept level. If you reduce the damage to 0, you can spend 1 exertion to redirect the spell to another target within 30 feet of you as part of the same reaction. You make this attack with proficiency using your Wisdom modifier.
Requirement: 5th level
As a bonus action, you can inhale air slowly and spend 2 exertion to start the distant death dance. Until the end of your turn, your reach with unarmed strikes increases to 60 feet. You have disadvantage on melee attacks against creatures more than 20 feet away from you.
Requirement: 11th level, know at least 2 stance combat maneuvers
Your martial stances don’t end when you start another stance. You can have two stances active at the same time. If you are knocked unconscious, stunned, or begin a long rest both stances end.
Requirement: At least 3 ranks in the Insight skill
You notice patterns others cannot. As an action, you can spend 1 exertion to study a creature you have watched speak for at least 1 minute. You can ask the Narrator one of these questions:
Is the creature hiding any strong emotions?
Does the creature have a secret agenda?
Did the creature lie in the last minute?
Is the creature hiding their true heritage and/ or culture?
Requirement: 7th level
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Requirement: 7th level
When you hit an opponent with at least one attack from a Flurry of Blows, you can spend 1 exertion to deal additional damage equal to your martial arts die.
When you are fighting with a shortsword in each hand, you can use a bonus action and spend 2 exertion to hook them together to start a hooked swords dance. Until the end of your next turn, your shortswords gain the reach property. If you hit a target with both swords in the same turn, the target takes an additional 1d10 slashing damage.
Requirement: any dance
When the duration of one of your dances ends, you can spend 2 exertion to make the effect last until the end of your next turn. In addition, if you know two or more dance focus features you can spend 3 additional exertion to activate two dances using the same bonus action.
Requirement: 7th level
When you hit with a maneuver that requires 2 attacks from your Attack action, you can use another maneuver that requires 1 or 2 attacks from your Attack action as part of the same Attack action. You can’t use this feature again until you finish a short or long rest.
You can use a bonus action and spend 2 exertion to gain temporary hit points equal to your martial arts die plus your adept level. You can’t use this feature again until you finish a short or long rest.
Mirage Dance
Requirement: 5th level
As a bonus action, you can spend 2 exertion to swiftly start a mirage dance. Until the end of your next turn, you are under the effect of the mirror image spell.
Requirement: 9th level, Stunning Strike
You can deal paralyzing blows. When you hit another creature with a melee weapon attack, you can spend 2 exertion to attempt a paralyzing strike. The target must succeed on a Composure saving throw or be paralyzed until the end of your next turn.
As a bonus action, you prepare a series of crushing blows. Until the end of your next turn, when you hit a creature with a melee weapon attack, you can spend 1 exertion to deal additional damage equal to your martial arts die.
Requirements: Stunning Strike or Paralyzing Strike
When you use one of the focus features required, you can spend 2 additional exertion. If you do, your target has disadvantage on its first saving throw made against the focus feature.
Requirement: 7th level
You can use your action to end one effect on yourself that is causing you to be poisoned or diseased.
Requirement: 11th level
As an action, you can share your spiritual fortitude with others. Choose a creature you can see. That creature can add your martial arts die to its next saving throw until next dawn. You can’t use this feature again until you finish a short or long rest.
You can use an action and spend 3 exertion to hit the ground so hard it sends a shockwave in a 40-foot line that is 5 feet wide. Each creature in that line must make a Anchor saving throw. A creature takes a number of d6 bludgeoning damage equal to your proficiency bonus plus 1, and falls prone on a failed save, or half as much damage on a successful one.
Requirement: 7th level
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Requirement: 5th level
You can deal incapacitating blows. When you hit another creature with a melee weapon attack, you can spend 1 exertion to attempt a stunning strike. The target must succeed on a Fortitude saving throw or be stunned until the end of your next turn.
Requirement: 11th level
When you deal basic melee damage from using a basic maneuver, you deal additional damage equal to your martial arts die.
Requirement: 11th level
When a creature would drop you to 0 hit points, you can use your reaction to make an unarmed strike against any enemy within your reach. On a hit, you can spend 1 exertion to roll your martial arts die and gain that many temporary hit points. You can’t use this feature again until you finish a short or long rest.
Requirement: 11th level
You can wield three weapons with the light property at once. Typically this is done with a dagger wielded between toes, but it has been known to be done with the mouth (or even a tail for combatants that have one). When you engage in two weapon fighting, you can use the third weapon to make an additional weapon attack.
Requirement: 15th level
When you make a death saving throw, you can choose to set your own spirit loose as a vengeful ghost to stalk your prey. The spirit acts on your initiative, has your statistics, ethereal copies of your equipment, full hit points, and half your exertion pool. Your vengeful spirit is resistant to piercing, bludgeoning, and slashing damage from nonmagical weapons. It can move through other creatures and objects as if they were difficult terrain, but it takes 1d10 force damage if it ends its turn inside an object. The vengeful spirit targets only the creature who reduced you to 0 hit points. When the creature is defeated, the spirit returns to your body. While the vengeful spirit is active, you don’t need to make death saving throws, but you still suffer automatic failures if you are hit. You can’t use this feature again until you finish a long rest.
When you are fighting unarmed or with one weapon in one hand and nothing in the other, you can use a bonus action and spend 2 exertion to start a warding dance. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage.
Choose a martial weapon that does not have the Heavy or Special properties. You become proficient with that weapon and it counts as an adept weapon for you.