🦸♀️5e - Adept🦸♀️
Bildrechts
Adepts use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Adepts conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.
Adepts focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In an Adept’s hands, even the most basic weapons can become sophisticated implements of combat mastery.
Many Adepts find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Adepts believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.
Adepts generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
Class Table
| Level | PB | HP | Hit Die | Ability Increase | Martial Arts | Features |
|---|---|---|---|---|---|---|
| 1st | +2 | 8 + CON | +1d8 | d6 | Uncanny Metabolism, Adroit Defense, Martial Arts | |
| 2nd | +2 | +5 + CON | +1d8 | d6 | Class Feat, General Feat, Skill Feat | |
| 3rd | +2 | +5 + CON | +1d8 | d6 | Archetype | |
| 4th | +2 | +5 + CON | +1d8 | +1 (max +4) | d6 | Class Feat, General Feat, Skill Feat |
| 5th | +3 | +5 + CON | +1d8 | d8 | Disciplined Defense, Disciplined Offense | |
| 6th | +3 | +5 + CON | +1d8 | d8 | Class Feat, General Feat, Skill Feat | |
| 7th | +3 | +5 + CON | +1d8 | d8 | Archetype Feature | |
| 8th | +3 | +5 + CON | +1d8 | +1 (max +5) | d8 | Class Feat, General Feat, Skill Feat |
| 9th | +4 | +5 + CON | +1d8 | d10 | Evasion | |
| 10th | +4 | +5 + CON | +1d8 | d10 | Class Feat, General Feat, Skill Feat | |
| 11th | +4 | +5 + CON | +1d8 | d10 | Archetype Feature | |
| 12th | +4 | +5 + CON | +1d8 | +1 (max +5) | d10 | Class Feat, General Feat, Skill Feat |
| 13th | +5 | +5 + CON | +1d8 | d12 | Heightened Discipline | |
| 14th | +5 | +5 + CON | +1d8 | d12 | Class Feat, General Feat, Skill Feat | |
| 15th | +5 | +5 + CON | +1d8 | d12 | Archetype Feature | |
| 16th | +5 | +5 + CON | +1d8 | +1 (max +5) | d12 | Class Feat, General Feat, Skill Feat |
| 17th | +6 | +5 + CON | +1d8 | d12 | Disciplined Survivor | |
| 18th | +6 | +5 + CON | +1d8 | d12 | Class Feat, General Feat, Skill Feat | |
| 19th | +6 | +5 + CON | +1d8 | d12 | Archetype Feature | |
| 20th | +6 | +5 + CON | +1d8 | +1 (max +6) | d12 | Grandmaster, Epic Boon, Class Feat, General Feat, Skill Feat |
Core Class Traits
Starting Proficiencies
Armor Training Light Weapon Proficiencies All Saving Throw Proficiencies Choose one proficiency of each A and B: (A) Dexterity OR Wisdom; (B) Strength OR Intelligence Skill Proficiencies Choose 2: Acrobatics, Athletics, History, Insight, Perception, Religion, and Stealth Tool Proficiencies 1 set of Artisan’s tools or Musical Instrument Starting Equipment Choose A or B: (A) A Weapon, 10 darts, 10 SP; (B) 150 SP
Martial Class
Maneuver Ability: Strength or Dexterity
Maneuver Attack: STR/DEX + Proficiency Bonus
Maneuver Save DC: 8 + STR/DEX + Proficiency Bonus
Combat Traditions: You gain proficiency in two of the following Combat Traditions: 🤺Attentiveness, 🤺Cunning, 🤺Might, 🤺Swiftness
Exertion: The Martial Table shows how much Exertion you have to use Manuevers. To use one of these Maneuvers, you must expend an amount of Exertion as defined by the Maneuver. You regain any spent Exertion at the end of a Short or Long Rest.
Maneuvers: You know a number of Maneuvers from Combat Traditions you are proficient in as shown in the Martial Table. The Maneuvers Known column of the Martial 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. Whenever you gain a Level in this Class you can replace one of your Maneuvers with another Maneuver of your choice.
Fighting Style: You gain one Fighting Style 🥇Class Feat of your choice.
Weapon Masteries: You can use the 🗡️Mastery Properties of all Weapons you are proficient in.
Extra Attack: Starting at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Starting at 11th Level you can attack three times and starting at 17th level you can attack four times. This is shown in the Martial table below.
Martial Table
Martial Table
Level Exertion Maneuvers Known Maneuver Degree Attacks per Attack Action 1st 3 2 1st 1 2nd 3 3 1st 1 3rd 5 4 1st 1 4th 6 5 1st 1 5th 8 6 2nd 2 6th 9 7 2nd 2 7th 11 8 2nd 2 8th 12 9 2nd 2 9th 13 10 3rd 2 10th 14 10 3rd 2 11th 15 11 3rd 3 12th 16 11 3rd 3 13th 17 12 4th 3 14th 17 12 4th 3 15th 18 13 4th 3 16th 18 13 4th 3 17th 19 14 5th 4 18th 19 14 5th 4 19th 20 15 5th 4 20th 20 15 5th 4
Class Maneuvers
| Name | Description | Classes |
|---|---|---|
| 5e - Tradition of Attentiveness | Insightful, Reactive, Perceptive | Adept, Blood Hunter, Fighter, Hunter, Marshal, Paladin, Rogue |
| 5e - Tradition of Cunning | Diversion, Feinting, Mental, Stealth | Adept, Blood Hunter, Fighter, Hunter, Marshal, Rogue |
| 5e - Tradition of Might | Power, Hardiness, Tough, Brutal | Adept, Barbarian, Fighter, Paladin |
| 5e - Tradition of Swiftness | Mobility, Speed, Fast Strikes, Ranged | Adept, Barbarian, Blood Hunter, Fighter, Hunter, Rogue |
Fighting Style Feats
Class Features
Level 1: Uncanny Metabolism (Flavor)
When you roll Initiative, you can regain all expended exertion. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Adept level + the number rolled.
Number of Uses: Once you use this feature, you can’t use it again until you finish a Long Rest.
Level 1: Adroit Defense
You learn special defensive techniques. You gain the following Benefits:
Agile Defense: While you are wearing no armor and not wielding a shield, your AC equals 10 + DEX + WIS.
Brutal Defense: While you are wearing light armor, you replace your DEX modifier with your STR modifier for AC.
Level 1: Martial Arts
You honed your body into a weapon, mastering many styles of martial arts. You gain the following benefits:
Martial Arts Attacks: For the purpose of your Adept abilities, Martial Arts Attacks are ⚔️Unarmed Strikes, and any attacks with melee weapons that lack the heavy property. Your Unarmed Strikes gain the 🗡️Push Mastery Property and count as Martial melee Weapons for the purpose of 🤺Combat Maneuvers and other features.
So long as you are not wearing heavy armor, wielding a shield, or wielding a heavy weapon, your Martial Arts Attacks gain the following benefits:
- Bonus Martial Arts Attack: You can make a Martial Arts Attack as a Bonus Action.
- Martial Arts Die: You can roll your Martial Arts Die in place of the normal damage of a Martial Arts attack. This die starts out as a
d6and changes as you gain Adept levels, as indicated in the Martial Arts column of the Adept table. - Dexterous Attacks: You can use your DEX, in place of STR, for the attack and damage rolls or your Martial Arts Attacks.
- Dexterous Grappler: You can make a DEX (Athletics) check to 🤺Grapple or 🤺Shove in place of the normal STR (Athletics) check.
Exertion Focus: You can spend 🤺Exertion to fuel various techniques and Focus Features. If one of those features requires your target to make a saving throw to resist the feature’s effects, the Saving Throw DC equals your Maneuver Save DC. You gain the following benefits:
- Flurry of Blows: You can spend
1Exertion to make two Martial Arts Attacks as a Bonus Action. - Long Step: You can take the ⚔️Dash Action as a Bonus Action. Alternatively, you can spend
1Exertion to take both the Dash and the ⚔️Disengage-Actions as a Bonus Action, and your 🏃♀️Jump distance is doubled for the turn. - Patient Defense: You can take the ⚔️Disengage Action as a Bonus Action. Alternatively, you can spend
1Exertion to take both the Disengage and the ⚔️Dodge-Actions as a Bonus Action.
Level 2: Feats
You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.
Level 3: Archetype (Subclass)
Choose one Archetype, which represents you best. Your Archetpye grants you new abilities at 3rd, 7th, 11th, 15th, and 19th level.
| Archetype | Description |
|---|---|
| 5e - Battle Medic | - |
| 5e - Drunken Master | - |
| 5e - Elemental Bender | - |
| 5e - Gunner (Subclass) | - |
| 5e - Kensei | - |
| 5e - Monk | - |
| 5e - Pacifist | - |
| 5e - Pugulist | Pugulists are masters of unarmed combat. |
Level 4: Feats
You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.
Level 5: Disciplined Defense
You gain the following benefits:
Agile Defense: While you are wearing no armor and not wielding a shield, your AC equals 12 + DEX + WIS.
Brutal Defense: While you are wearing light armor, you replace your DEX modifier with your STR modifier for AC. Additionally, you gain a +2 Bonus to AC
Deflect Attacks: When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 + DEX + your Adept level.
If you reduce the damage to 0, you can spend 1 Exertion to redirect some of the attack’s force. If you do so, choose a creature within 5 feet of you if the attack was a melee attack or 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must make a DEX Save. Failure: The Creature takes damage equal to 2 x Martial Arts die + DEX. The damage is the same type dealt by the attack.
Level 5: Disciplined Offense
You gain the following benefits:
Empowered Strikes: Whenever you deal damage with your Martial Arts Attack, it can deal your choice of Force damage or its normal damage type.
Pressure Point Secrets: When you use one of your Adpet features or a 🤺Combat Maneuver, that requires the target to make a Save, you can spend additional Exertion to impose DISADV on the first Save the creature makes against the feature or Maneuver. The additional Exertion spent equals the amount of Exertion the feature or Maneuver needed to be used + 2
Total Combat: When you deal 💔Basic Melee Damage from using a 🤺Basic Maneuver, you deal additional damage equal to your Martial Arts die.
Level 6: Feats
You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.
Level 7: Archetype Feature
You gain the 7th-level Archetype Feature of the Archetype you chose at 3rd level in this class.
Level 8: Feats
You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.
Level 9: Evasion
When you are subjected to an effect that allows you to make a DEX Save to take only half damage, you take no damage if you succeed on the saving throw, and only half damage if you fail.
Level 10: Feats
You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.
Level 11: Archetype Feature
You gain the 11th-level Archetype Feature of the Archetype you chose at 3rd level in this class.
Level 12: Feats
You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.
Level 13: Heightened Discipline
Your training has pushed your body and mind to new levels. You gain the following Benefits:
Flurry of Blows: You can spend 1 Exertion to use Flurry of Blows and make three Martial Arts Attacks as a Bonus Action.
Long Step: When you spend exertion to use Long Step, you can choose a willing creature within 5 feet of you that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke ⚔️Opportunity Attacks.
Patient Defense: When you spend exertion to use Patient Defense, you gain a number of Temporary Hit Points equal to 2x your Martial Arts Die.
Deflect Energy: You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Level 14: Feats
You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.
Level 15: Archetype Feature
You gain the 15th-level Archetype Feature of the Archetype you chose at 3rd level in this class.
Level 16: Feats
You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.
Level 17: Disciplined Survivor
You gain the following benefits:
Master of Saving Throws: You gain proficiency in all Saves. Additionally, whenever you Fail a Save, you can spend 2 Exertion to reroll it and take the second result.
Perfect Focus: When you roll 🎲Initiative and don’t use Uncanny Metabolism, you regain 10 Exertion.
Bolster Defense: At the start of your turn, you can expend 3 Exertion to bolster yourself against harm for 1 minute or until you have the ☠️Incapacitated condition. During that time, you have Resistance to all damage except Force damage.
Level 18: Feats
You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.
Level 19: Archetype Feature
You gain the 19th-level Archetype Feature of the Archetype you chose at 3rd level in this class.
Level 20: Grandmaster
You have honed your body and mind to new heights. Your DEX and WIS modifiers increase by 2. Your maximum for those scores is now +8.
Level 20: Feats
You gain one 🥇Epic Boon Feat, one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.
Inspiration/Quelle
Inspiration/Quelle
Class Artwork: Joshua Raphael; Class Artwork Monk D&D5e 2024 Player’s Handbook
