🦸♀️(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
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 Ability Dexterity and Wisdom Hit Point Die D8 per Adept level Saving Throw Proficiencies Strength and Dexterity Skill Proficiencies Choose 2: Acrobatics, Athletics, History, Insight, Perception, Religion, and Stealth Tool Proficiencies One set of artisan’s tools or a musical instrument Weapon Proficiencies Simple Weapons, Punching Daggers, Shortswords, Throwing Daggers Armor Training - Starting Equipment Choose 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
General Character Table
Level Proficiency Bonus Skill Specialty Ability Score Increase Features 1 +2 2 - Class Features 2 - - - Class Features, Feat 3 - - - Subclass Features 4 - - +1 in one ability score of your choice up to a maximum of +4 Feat 5 +3 1 - Class Features 6 - - - Subclass Features 7 - - - Feat 8 - - +1 in one ability score of your choice up to a maximum of +5 Class Features 9 +4 1 - Subclass Features 10 - - - Feat 11 - - - Class Features 12 - - +1 in one ability score of your choice up to a maximum of +5 Feat 13 +5 1 - Subclass Features 14 - - - Feat 15 - - - Class Features 16 - - +1 in one ability score of your choice up to a maximum of +5 Feat 17 +6 1 - Subclass Features 18 - - - Feat 19 - - - Class Features 20 - - +1 in one ability score of your choice up to a maximum of +6 Epic Boon, Feat
Class Features
Class Features Table
Level Features Martial Arts Techniques Known Focus Feature 1st Adroit Defense, Combat Maneuvers, Martial Arts 1d6 - - 2nd Exertion Focus, Practiced Technique, Uncanny Metabolism, Feat 1d6 1 - 3rd Warrior Tradition 1d6 1 - 4th Feat 1d6 2 - 5th Extra Attack, Focus Feature 1d8 2 1 6th Warrior Tradition Feature 1d8 3 2 7th Feat 1d8 3 3 8th Evasion 1d8 4 4 9th Warrior Tradition Feature 1d8 4 5 10th Feat 1d10 5 6 11th Heightened Discipline 1d10 5 7 12th Feat 1d10 6 8 13th Warrior Tradition Feature 1d10 6 9 14th Feat 1d10 7 10 15th Disciplined Survivor 1d12 7 11 16th Feat 1d12 8 12 17th Warrior Tradition Feature 1d12 8 13 18th Feat 1d12 9 14 19th Grandmaster 1d12 9 15 20th Epic Boon, Feat 1d12 10 16
Martial Maneuver Table
Level Exertion Maneuvers Known Maneuver Degree 1st = 2 x PB + 0 2 1st 2nd = 2 x PB + 1 2 1st 3rd = 2 x PB + 1 3 1st 4th = 2 x PB + 2 3 1st 5th = 2 x PB + 2 4 2nd 6th = 2 x PB + 3 4 2nd 7th = 2 x PB + 3 5 2nd 8th = 2 x PB + 4 5 2nd 9th = 2 x PB + 4 6 3rd 10th = 2 x PB + 5 6 3rd 11th = 2 x PB + 5 7 3rd 12th = 2 x PB + 6 7 3rd 13th = 2 x PB + 6 8 4th 14th = 2 x PB + 7 8 4th 15th = 2 x PB + 7 9 4th 16th = 2 x PB + 8 9 4th 17th = 2 x PB + 8 10 5th 18th = 2 x PB + 9 10 5th 19th = 2 x PB + 9 11 5th 20th = 2 x PB + 10 11 5th
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.
Practiced Techniques
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.
Adept Speed
Repeatable: You can choose this technique more than once.
Your Speed increases by 10 feet while you are not wearing armor or wielding a shield.
Gale Walk
Requirement: Adept Speed, proficiency with Athletics
You have ADV on Athletics checks made to jump. On your turn, you can spend 1 exertion to triple your jump distances until the start of your next turn.
Hurricane Walk
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 (Spell) on yourself. You also have ADV on Stealth checks related to noise. The effect lasts until the start of your next turn.
Marathon Runner
You are used to running long distances. When you move at a fast pace, you don’t suffer a penalty to your passive Perception. In addition, you add your martial arts die when making a CON Save for a forced march.
Nimble Athlete
You can always choose to use your DEX modifier for all Athletics checks.
Power Tumble
You can always choose to use your STR modifier for all Acrobatics checks.
Religious Training
You are proficient with 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 Game Master for a question about the object that can be answered with a yes or no.
Slow Fall
You can use your Reaction when you fall to reduce any falling damage you take by an amount equal to
10 x your Adept level.Wall Walk
Requirement: Adept Speed, proficiency with Acrobatics
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.
Warrior’s Awareness
Requirement: Proficiency with Survival
Your honed battlefield awareness is unmatched even in the wilderness. When you make a Survival 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.
Water Walk
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.
Wilderness Training
You are proficient with the Survival skill. For the purposes of adept class features, you consider beasts to be martial artists.
Instant Step
Requirement: Adept Speed, 11th level
You can move so fast you seem to teleport. You can use an Action and spend 4 exertion to cast ☄️Dimension Door. In addition to the Spell effects, you become invisible until the beginning of your next turn.
Shadow Walk
Requirement: 11th level, proficiency with 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 ADV on Stealth checks until the beginning of your next turn.
Sixth Sense
Requirement: 11th level
You have ADV on Initiative checks. In addition, you can always choose to use your WIS for Arcana, History, Investigation, Nature, and Religion checks.
Focus Speech
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.
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.
| Subclass | Description |
|---|---|
| (Legacy) 5e - Warrior of Blackpowder | Adepts 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 Bruising | Known 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 Mercy | Warrior 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 Pugulism | Most 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 Quickstepping | There’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 Elements | The 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 Hand | Warriors 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 Sun | Warrior 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 Tranquility | Calm 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 Virtue | A 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.
Focus Feature
Battle Dance
You gain proficiency in the Performance skill. As a Bonus Action, you can spend 2 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 DISADV.
When an opportunity attack misses you, you can use your Reaction to retaliate with an unarmed strike.
Battle Meditation
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.
Deflect Attacks
You can use your Reaction to deflect melee and ranged attacks against you that deal Bludgeoning, Piercing, or Slashing damage.
When you do so, the total damage you take from the attack is reduced by 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.
Eye for Detail
Requirement: Proficiency with 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 Game Master 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?
The Game Master must give you a truthful answer.
Hooked Swords Dance
When you are fighting with a shortsword in each hand, you 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.
Last Dance
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.
Mind Over Body
You can use a Bonus Action and spend 2 exertion to gain temporary hit points equal to your Martial Arts die + your Adept level.
Pressure Point Secrets
Requirements: Dazing Strike
When you use one of the focus features, you can spend 2 additional exertion. If you do, your target has DISADV on its first Save made against the focus feature.
Weapon Skill
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.
Adept Weaponry
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.
Stunning Strike
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 makes a CON Save. Failure: The Target is ☠️Stunned until the end of your next turn. Success: The creature is ☠️Rattled instead.
Distant Death Dance
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.
Focused Strikes
Your unarmed strikes can deal force damage instead of their normal damage. You choose whenever you hit.
Mirage Dance
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.
Powerful Blow
As a Bonus Action, you prepare a crushing blow. If you hit a creature with a melee weapon attack before the end of your next turn, you can spend 1 exertion to deal additional damage equal to your martial arts die.
Shockwave
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 DEX Save. Failure: The creature takes 6d6 bludgeoning damage and falls ☠️Prone. Success: Half damage only.
Warding Dance
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.
Forbidden Strike
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.
Maneuver Rush
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.
Purity of Body
Requirement: 7th level
You can use your Action to end one effect on yourself that is causing you to be ☠️Poisoned or diseased.
Stillness of Mind
Requirement: 7th level
You can use your Action to end one effect on yourself that is causing you to be ☠️Charmed or ☠️Frightened.
Closed Soul
Requirement: 9th level
When you make a saving throw, you can use your Reaction and spend 2 exertion to gain ADV on saving throws against spells and other magical effects until the beginning of your next turn.
Deflect Energy
Requirement: Deflect Attacks, 9th level
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Additional Attack
Requirement: 11th level
You can attack three times, instead of twice, when you take the ⚔️Attack-Action on your turn.
Battering Shield
Requirement: 11th level
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.
Beyond Size
Requirement: 11th 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 DISADV.
Dancing Maneuver
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.
Dual Stance
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.
Share Focus
Requirement: 11th level
As an Action, you can share your spiritual fortitude with others. Choose a creature. That creature can add your Martial Arts die to its next saving throw. You can’t use this feature again until you finish a short or long rest.
Total Combat
Requirement: 11th level
When you deal 💔Basic Melee Damage from using a 🤺Basic Maneuver, you deal additional damage equal to
your Martial Arts die.Undefeated
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 hit points. You can’t use this feature again until you finish a short or long rest.
Unlikely Wield
Requirement: 11th level
You can wield three weapons with the dual-wielding 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.
Magic Resistance
Requirement: 15th level, Closed Soul
You have ADV on saving throws made against spells and other magical effects.
Vengeful Spirit
Requirement: 15th level
When you make a 🎲Death Save, 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.
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
