🦸‍♀️(Legacy) 5e - Adept🦸‍♀️

Kurzbeschreibung

A living weapon that hones their control over body and mind, and channels their unwavering focus to achieve amazing feats

Bildrechts

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A drop of sweat trails slowly across the elf’s brow as she slowly draws breath. The snake bite still stings and in her mind she sees the poison spreading through her veins. She exhales slowly, in total control of her body in its entirety, and neutralizes the toxin with nothing more than thought and driven focus.

The orc looks back and notices that the alley behind him is a dead end. His assailants, clad in leather and steel, block his exit. He cannot help but smile as he jumps towards the wall, plants both of his bare feet on its surface and somersaults well over their heads. As the burly man sneers at her, she thinks to herself that he should know better than to spit in a dwarf’s drink. The imposing fellow casually rests a hand on his dagger’s hilt and with some amusement she realizes this oaf considers her to be unarmed —it takes only a single headbutt to prove him wrong

Adepts are living weapons and athletes that have trained their bodies and honed their minds to perfection. This process endows them with considerable mental power and an unusual understanding of the self. Every adept has a different reason for striving towards ever greater heights of personal achievement, but all can be incredibly deadly. Be they rough pugilists used to life in the pits, religious dancers whose prayer is battle, or covert assassins from secret societies, adepts all learn amazing supernatural abilities that set them apart from common warriors.

Power of Discipline

Adepts harness mental and physical power through training, an energy they call focus. While this can be fuel for supernatural feats, in essence it is nothing more than the innate potential every living being has. Adepts channel this power within themselves to accomplish the impossible and surpass the limitations of their bodies, allowing them to be as deadly unarmed as a trained warrior is with sharp blades. As they grow more powerful, they learn several new ways of using their focus.

Masters and Students

The art of the adept is old and personal, often taught by one master to a single student, and though the path to perfection is always long, each chooses their own different way to reach it. However they are all united by the generations of adepts that came before them, the ones who discovered these secrets and passed them forward. Adepts are always ready to learn, both when it comes to their own abilities and about the world around them. They are also always ready to teach, for they know their craft will never survive unless more adepts are trained like they were.

Core Class Traits

Primary AbilityDexterity and Wisdom
Hit Point DieD8 per Adept level
Saving Throw ProficienciesStrength and Dexterity
Skill ProficienciesChoose 2: Acrobatics, Athletics, History, Insight, Perception, Religion, and Stealth
Tool ProficienciesOne set of artisan’s tools or a musical instrument
Weapon ProficienciesSimple Weapons, Punching Daggers, Shortswords, Throwing Daggers
Armor Training-
Starting EquipmentChoose A or B: (A) Quarterstaff, 10 darts, dungeoneer’s pack; (B) Shortsword, 10 darts, explorer’s pack

Becoming an Adept

When creating an adept, ask yourself the following questions. Where did you meet your master? Why did they choose to train you? How was your relationship while you were training? Is your master still alive? Do they have enemies that might know about you? How ingrained are you with the adept community? Are you familiar with other adepts? Have you visited other masters, maybe even trained under them? Do you have any friends or rivals in other schools? Do you have any scars, whether physical or emotional, from engaging in battle with your peers?

Why have you chosen to walk the path to perfection? Have you suffered a crushing defeat due to your lack of martial prowess, or lost a loved one because you were not able to defend them? Did you witness a true master in action and hoped you could be like them? Are you the reincarnation of a legendary martial arts prodigy?

As a Level 1 Character

  • Gain all the traits in the Core 🦸‍♀️(Legacy) 5e - Adept Traits table.
  • Gain the 🦸‍♀️(Legacy) 5e - Adept’s level 1 features, which are listed in the 🦸‍♀️(Legacy) 5e - Adept Features table.

As a Multiclass Character

  • Gain the following traits from the Core 🦸‍♀️(Legacy) 5e - Adept Traits table: Hit Point Die
  • Gain the 🦸‍♀️(Legacy) 5e - Adept’s level 1 features, which are listed in the 🦸‍♀️(Legacy) 5e - Adept Features table. See the multiclassing rules to determine your available spell slots.

General Character Table

This table shows the general progression of every character class. Every column, except for the “Features” Column is applicaple, even if your character is multiclassed

Class Features

Class Features Table

LevelFeaturesMartial ArtsTechniques KnownFocus Feature
1stAdroit Defense, Combat Maneuvers, Martial Arts1d6--
2ndExertion Focus, Practiced Technique, Uncanny Metabolism, Feat1d61-
3rdWarrior Tradition1d61-
4thFeat1d62-
5thExtra Attack, Focus Feature1d821
6thWarrior Tradition Feature1d832
7thFeat1d833
8thEvasion1d844
9thWarrior Tradition Feature1d845
10thFeat1d1056
11thHeightened Discipline1d1057
12thFeat1d1068
13thWarrior Tradition Feature1d1069
14thFeat1d10710
15thDisciplined Survivor1d12711
16thFeat1d12812
17thWarrior Tradition Feature1d12813
18thFeat1d12914
19thGrandmaster1d12915
20thEpic Boon, Feat1d121016

Martial Maneuver Table

LevelExertionManeuvers KnownManeuver Degree
1st= 2 x PB + 021st
2nd= 2 x PB + 121st
3rd= 2 x PB + 131st
4th= 2 x PB + 231st
5th= 2 x PB + 242nd
6th= 2 x PB + 342nd
7th= 2 x PB + 352nd
8th= 2 x PB + 452nd
9th= 2 x PB + 463rd
10th= 2 x PB + 563rd
11th= 2 x PB + 573rd
12th= 2 x PB + 673rd
13th= 2 x PB + 684th
14th= 2 x PB + 784th
15th= 2 x PB + 794th
16th= 2 x PB + 894th
17th= 2 x PB + 8105th
18th= 2 x PB + 9105th
19th= 2 x PB + 9115th
20th= 2 x PB + 10115th

Level 1: Adroit Defense

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 + DEX + WIS.

Starting at 5th-level, your AC equals 12 + DEX + WIS, at 11th-level this increases to 13 + DEX + WIS

Brutal Defense: You are proficient with light armor. While you are wearing light armor, you replace your DEX modifier with your STR modifier for AC.

Starting at 11th-level, your AC increases by +1.

Level 1: Combat Maneuvers

You gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list:
🤺Mirrors Glint, 🤺Rapid Current, 🤺Razors 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 plus half your Adept level (rounded down), 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 Save DC.

Level 1: Martial Arts

You honed your body into a weapon, mastering many styles of martial arts. For the purposes of your Adept abilities, Martial Arts Attacks are Unarmed Strikes, and any attacks with melee weapons that lack heavy or special properties.

So long as you are not wearing heavy armor, wielding a shield, or wielding a heavy weapon, your Martial Arts Attacks gain the benefits listed below:

  • You can use your DEX, in place of STR, for the attack and damage rolls or your Martial Arts Attacks.
  • You can make a DEX (Athletics) check to grapple or shove in place of the normal STR (Athletics) check.
  • You can roll your Martial Arts Die in place of the normal damage of a Martial Arts attack. This die starts out as a d6 and changes as you gain Adept levels, as indicated in the Martial Arts column of the Adept table above.
  • You can use your Bonus Action to make an unarmed attack.

Level 2: Exertion Focus

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 equals your Maneuver Save DC.

Flurry of Blows: You can spend 1 exertion to make two unarmed strikes as a Bonus Action.

Long Step: You can take the ⚔️Dash-Action as a Bonus Action. Alternatively, you can spend 1 exertion 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 1 exertion to take both the Disengage and the ⚔️Dodge-Actions as a Bonus Action.

Level 2: Practiced Techniques

You have picked up a number of tricks in your path towards perfection. You gain a practiced technique of your choice. 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.

Level 2: Uncanny Metabolism

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.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Level 2: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 3: 🦸‍♀️(Legacy) 5e - Adept Subclass

You choose one 🦸‍♀️(Legacy) 5e - Adept Subclass, which represents you best.

Your 🦸‍♀️(Legacy) 5e - Adept Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

SubclassDescription
(Legacy) 5e - Warrior of BlackpowderAdepts of the Way of the Blackpowder can dodge and even catch bullets, curve their shots around barriers, and perform other supernatural feats with firearms.
(Legacy) 5e - Warrior of BruisingKnown unflatteringly as bruisers, these formidable adepts can stand toe-to-toe with foes that many of their contemporaries would prefer to dodge around.
(Legacy) 5e - Warrior of MercyWarrior of Mercy Adeps learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.
(Legacy) 5e - Warrior of PugulismMost adepts find intellectual and spiritual knowledge an important part of their studies—that’s not the case for pugulists. These adepts are only concerned about fighting and winning, which not only makes them tougher than their peers but also more versatile and unpredictable.
(Legacy) 5e - Warrior of QuicksteppingThere’s something spectacular about dodging an enthusiastic blow, an amazing sense of exhilaration that only comes after a well delivered taunt drives a foe to make a strike they are likely to miss.
(Legacy) 5e - Warrior of the ElementsThe tradition of the Four Elements encompasses Adepts who tap into the power of the Elements through their practice of martial arts.
(Legacy) 5e - Warrior of the HandWarriors of the Hand are masters of unarmed combat. They learn techniques to push and trip their opponents and manipulate their own energy to protect themselves from harm.
(Legacy) 5e - Warrior of the Rising SunWarrior of the Sun Adepts learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
(Legacy) 5e - Warrior of TranquilityCalm and unassuming, tranquil masters are as much about limiting conflict as they are at swiftly putting it down. In addition to their formidable mental fortitude, such adepts use a variety of soothing roots and herbs for the warm drinks they use to ply their craft.
(Legacy) 5e - Warrior of VirtueA warrior of Virtue utilizes divine boons to augment their already striking prowess.

Level 4: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 5: Extra Attack

You can attack twice, instead of once, when you take the ⚔️Attack-Action on your turn.

Level 5: Focus Feature

Focus features stem from the mastery of your internal energies. At 5th level, and again every level after that, choose one option from the list below. Some features have requirements, such as minimum adept level or another focus feature. You must meet those requirements before you choose that focus feature.

Level 6: 🦸‍♀️(Legacy) 5e - Adept Subclass

Your 🦸‍♀️(Legacy) 5e - Adept Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

Level 7: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 8: Evasion

Your instinctive agility lets you dodge out of the way of certain area effects. 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 9: 🦸‍♀️(Legacy) 5e - Adept Subclass

Your 🦸‍♀️(Legacy) 5e - Adept Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

Level 10: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 11: Heightened Discipline

Your training has pushed your body and mind to new levels. Your Flurry of Blows, Patient Defense, and Far Step gain the following benefits:

Flurry of Blows: You can spend 1 exertion to use Flurry of Blows and make three Unarmed Strikes with it instead of two.

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.

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.

Level 12: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 13: 🦸‍♀️(Legacy) 5e - Adept Subclass

Your 🦸‍♀️(Legacy) 5e - Adept Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

Level 14: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 15: Disciplined Survivor

Your physical and mental discipline grant you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 exertion to reroll it and take the second result.

Level 16: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 17: 🦸‍♀️(Legacy) 5e - Adept Subclass

Your 🦸‍♀️(Legacy) 5e - Adept Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

Level 18: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 19: 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: Epic Boon

You gain one Epic Boon feat of your choice, for which you qualify.

Level 20: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Inspiration/Quelle

Inspiration/Quelle

Class Artwork: Joshua Raphael; Class Artwork Monk D&D5e 2024 Player’s Handbook