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?
Level |
Proficiency Bonus |
Martial Arts |
Features |
Techniques |
Focus |
Bonus |
Maneuvers |
Maneuver |
---|---|---|---|---|---|---|---|---|
1st |
+2 |
1d4 |
Adroit Defense, Martial Arts |
— |
— |
— |
— |
— |
2nd |
+2 |
1d4 |
Combat Maneuvers, Exertion Focus, Practiced Techniques |
1 |
— |
— |
2 |
1st |
3rd |
+2 |
1d4 |
Adept Archetype, Battlefield Etiquette |
1 |
1 |
— |
2 |
1st |
4th |
+2 |
1d4 |
Ability Score Improvement |
2 |
2 |
1 |
3 |
2nd |
5th |
+3 |
1d6 |
Extra Attack |
2 |
3 |
1 |
3 |
2nd |
6th |
+3 |
1d6 |
Tradition Feature |
3 |
4 |
2 |
4 |
2nd |
7th |
+3 |
1d6 |
Empty Mind |
3 |
5 |
3 |
4 |
2nd |
8th |
+3 |
1d6 |
Ability Score Improvement |
4 |
6 |
3 |
5 |
3rd |
9th |
+4 |
1d6 |
— |
4 |
7 |
4 |
5 |
3rd |
10th |
+4 |
1d6 |
— |
5 |
8 |
4 |
6 |
3rd |
11th |
+4 |
1d8 |
Tradition Feature |
5 |
9 |
5 |
6 |
3rd |
12th |
+4 |
1d8 |
Ability Score Improvement |
6 |
10 |
5 |
6 |
3rd |
13th |
+5 |
1d8 |
Acquired Knowledge |
6 |
11 |
6 |
7 |
4th |
14th |
+5 |
1d8 |
— |
7 |
12 |
7 |
7 |
4th |
15th |
+5 |
1d8 |
Great Reputation |
7 |
13 |
7 |
8 |
4th |
16th |
+5 |
1d10 |
Ability Score Improvement |
8 |
14 |
8 |
8 |
4th |
17th |
+6 |
1d10 |
Tradition Feature |
8 |
15 |
8 |
9 |
5th |
18th |
+6 |
1d10 |
— |
9 |
16 |
9 |
9 |
5th |
19th |
+6 |
1d10 |
Ability Score Improvement |
9 |
17 |
9 |
10 |
5th |
20th |
+6 |
1d10 |
Grandmaster |
10 |
18 |
10 |
10 |
5th |
As an adept, you gain the following class features.
Hit Dice: 1d8 per adept level
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: None
Weapons: Simple weapons, punching daggers, shortswords, throwing daggers
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Perception, Religion and Stealth
You begin the game with 30 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
At 1st level, you learn special defensive techniques. Choose one of the following options.
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
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:
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.
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
Immediately after you take the Attack action on your turn, you can spend 1 exertion to make two unarmed strikes as a bonus action.
You can spend 1 exertion to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
You can spend 1 exertion to take the Dodge action as a bonus action on your turn.
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.
When you reach 3rd level, you commit yourself to an adept archetype: a specialization 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.
Focus features stem from the mastery of your internal energies. At 3rd 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.
Full list of Focus Features can be found here.
Also at 3rd level, you learn the unwritten rules of the battlefield. After you have fought beside (or against) a martial artist for one encounter, you have advantage on Charisma checks against it. Any creature that has a martial arts die, proficiency with a combat tradition, or an exertion pool is considered to be a martial artist.
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 Table: Adept. 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.
At 6th level you gain another archetype feature.
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.
At 11th level you gain another archetype feature.
Starting at 13th level, your study of different martial arts traditions and foreign cultures pays off in unexpected ways. Choose a language and a tool you are not proficient with. You become proficient with both.
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 17th level you gain another archetype feature.
At 20th level, you finally achieve true mastery and become more than adept—you are a grandmaster. You gain the following features.
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 Constitution 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.
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.
Full list of Practiced Techniques with descriptions can be found here.