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.
Creating 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?
hit dice:
1d8
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 proficiencies:
None
weapon proficiencies:
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
starting equipment:
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.
• Dungeoneer’s Set (Cost 18 gold): Quarterstaff,
10 darts, dungeoneer’s pack
• Explorer’s Set (Cost 25 gold): Shortsword,
10 darts, explorer’s pack
spellcasting:
class features:
Adroit Defense
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.
Martial Arts
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.
• 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.
Combat Maneuvers
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.
Exertion Focus
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 or
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.
Practiced Techniques
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.
Adept Archetype
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 Feature
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.
Additional Attack
Requirement: 11th level
You can attack three times, instead of twice, when
you take the Attack action.
Adept Weaponry
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.
Chapter 3: Adept
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.
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 disadvantage.
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.
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 disadvantage.
Closed Soul
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.
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.
Deflect Missiles
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.
Deflect Spells
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.
Distant Death Dance
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.
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. If you are knocked unconscious,
stunned, or begin a long rest both stances end.
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 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?
The Narrator must give you a truthful answer.
Focused Strikes
Requirement: 5th level
Your unarmed strikes count as magical for the
purpose of overcoming resistance and immunity
to nonmagical attacks and 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.
Hooked Swords Dance
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.
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.
Magic Resistance
Requirement: 15th level, Closed Soul
You have advantage on saving throws made against
spells and other magical effects.
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.
Mind Over Body
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.
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.
Paralyzing Strike
Requirement: 9th level
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 Constitution saving throw or be
paralyzed until the end of your next turn.
Powerful Blow
Requirement: 5th level
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.
Pressure Point Secrets
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.
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.
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.
Shockwave
Requirement: 5th level
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 Dexterity saving throw. A creature takes
4d6 bludgeoning damage and falls prone on a failed
save, or half as much damage on a successful one.
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.
Stunning Strike
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 Constitution saving
throw or be stunned until the end of your next turn.
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 temporary 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 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.
Vengeful Spirit
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.
Warding Dance
Requirement: 5th level
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.
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.
Battlefield Etiquette
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.
Ability Score Improvement
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.
Bonus Exertion
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.
Extra Attack
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn.
Empty Mind
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.
Acquired Knowledge
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.
Great Reputation
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.
Grandmaster
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 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.
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.
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
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.
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.
Gale Walk
Requirement: Adept Speed, proficiency
with Athletics
You have advantage 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 on yourself. You also have advantage on Stealth
checks related to noise. The effect lasts until the
start of your next turn.
Instant Step
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.
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 Constitution saving
throw for a forced march.
Nimble Athlete
You can always choose to use your Dexterity
modifier for Athletics checks.
Power Tumble
You can always choose to use your Strength
modifier for 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 Narrator for
a question about the object that can be answered
with a yes or no.
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 advantage on Stealth checks
until the beginning of your next turn.
Sixth Sense
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.
Slow Fall
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.
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.
subclass options:
ADEPT ARCHETYPES
Part of becoming an adept is choosing a method
of training that determines how you’ll attain the
heights of perfection.
Brawler
Most adepts find intellectual and spiritual knowledge
an important part of their studies—that’s not the
case for brawlers. These adepts are only concerned
about fighting and winning, which not only makes
them tougher than their peers but also more versatile
and unpredictable.
Unorthodox Arsenal
Starting at 3rd level, everything can be a weapon
in your hands. You are proficient with improvised
weapons. When you hit a target with an improvised
weapon, you can spend 1 exertion to deal additional
damage equal to your martial arts die or use a basic
maneuver against the same target.
No Sell
Starting at 6th level, when you are hit by a melee
attack, you can use your reaction to spend 1 exertion
and reduce the impact. After damage is determined
(including any resistances you might have), roll your
martial arts die. Reduce the damage suffered by
that amount.
Unpredictable Style
Starting at 11th level, the unpredictability of your
combat style bleeds over to all aspects of your life.
You can approach problems from unforeseen angles,
using somewhat brutal solutions that get the job done
swifty (if messily). When you make any ability check
that could use a skill or tool you are not proficient
with, you can roll your martial arts die and add it to
that check. On a success, you can’t use this feature
with the same ability until you finish a short or long
rest. On a failure, you fall prone and roll your martial
arts die, taking damage equal to that amount.
Unrelenting
At 17th level, nothing can stop you.
When you are dropped to 0 hit points, roll your
martial arts die. You recover that many hit points
and lose that much exertion.
When your exertion pool reaches 0, roll your
martial arts die. You recover that much exertion
and lose that many hit points.
Once you have gained either exertion points or
hit points from this feature, you can’t use it again
until you finish a short or long rest.
Exalted Athlete
For most adepts the path to perfection is a lonely one.
While knowledge is shared in rodas and colosseums
around the world, each journey is extremely personal.
No companion can truly share an adept’s road except
for the adept themself. However, this otherworldly
dedication invites attention from supernatural beings.
An exalted athlete utilizes divine boons to augment
their already striking prowess.
Blessed Prowess
Starting at 3rd level, when you make a Strength,
Dexterity, or Constitution check, you can add your
martial arts die. When you fail a Strength, Dexterity,
or Constitution saving throw you can use your
reaction to spend 2 exertion and reroll.
Master Athlete
Starting at 6th level, you move through the world
with a fluid grace few can match. Your jump
distances double, you gain advantage on checks
made to jump, a climb speed equal to your Speed,
and a swim speed equal to your Speed.
In addition, once per long rest when you would
gain a level of fatigue, you can choose not to gain
that level of fatigue.
Sacred Boon
Starting at 11th level, when you perform specific
acts of physical and martial prowess, you attract
the attention of powerful otherworldly beings—
entities that you can call upon for power. Choose
three of the following benefits:
Boon of Death. The favor of gods of death
falls upon you whenever you take a life. When
you reduce a living creature to 0 hit points, you
can use your reaction to spend 2 exertion and
gain a number of temporary hit points equal
to your martial arts die plus your proficiency
bonus. In addition, you have advantage on
death saving throws for 1 minute.
Boon of Hunting. When you succeed on a
Survival check to Hunt and Gather, you find
yourself under the favor of hunting gods and
gather twice as much Supply.
Boon of Love. When you succeed on a Persuasion
check against a creature indifferent to you,
gods of love show you favor. You can spend
3 exertion to make an indifferent creature
friendly towards you for 1 hour.
Boon of Speed. When you move more than
your Speed during your turn, you find yourself
under the favor of speed gods and can use your
reaction to spend 2 exertion and take the
Dodge action.
Boon of Tactics. When you make an opportunity
attack against a creature, gods of battle
show you favor. You can spend 2 exertion to
gain advantage on the opportunity attack.
Boon of War. When you score a critical hit
against a creature, you find yourself under the
favor of war gods and can use your reaction to
spend 2 exertion and acquire this boon. Your
next successful melee weapon attack deals additional
damage equal to your martial arts die
plus your proficiency bonus.
Eternal Favor
At 17th level, the gods that watch over you grant
you a token of their appreciation. This commonly
takes the place of a gold medal, but it can be any
other trinket of similar size. While you are wearing
the item, you are immune to the blinded, deafened,
fatigue, and poisoned conditions. In addition, you
can spend 1 exertion to use your Blessed Prowess
feature on any ability check and you don’t need to
spend exertion to call upon Sacred Boons. Finally,
when you roll initiative and are wearing your Eternal
Favor, you roll your martial arts die and regain that
much exertion.
If your Eternal Favor is destroyed, the gods bestow
another token upon you after you complete an
arduous task to prove you are still worthy.
Warrior Monk
Adepts of the warrior monk tradition value the
legacy of their forebears. While they emphasize
prowess as much as any other adept and keep their
gaze fixed on their path towards perfection, warrior
monks treasure their roots deeply. They unearth lost
martial arts knowledge and are always ready to fight
in any situation, enhancing their unarmed skills
beyond those of their peers.
Lost Tradition
Starting at 3rd level, your training unlocks lost
knowledge. Choose a combat tradition you are
not proficient in. You become proficient in that
tradition. When you use a combat maneuver that
requires a weapon with a particular property (such
as finesse or heavy), your unarmed strikes count
as having that property.
Way of the Fist
Starting at 6th level, you regain exertion equal
to half your proficiency bonus when you score a
critical hit with an unarmed strike. When you hit
a creature with an unarmed strike, you can spend
1 exertion to deal additional damage equal to your
martial arts die.
Ancestral Guidance
Starting at 11th level, you can meditate during a
long rest to commune with the spirits of ancient
warrior monks and borrow their techniques. Choose a
combat tradition. If you are proficient in that tradition,
learn two maneuvers from it. If you are not proficient
in that tradition, you become proficient in it and learn
two maneuvers from it. Combat maneuvers learned
through this feature are forgotten when you begin
your next long rest.
Perfect Fist
Starting at 17th level, you reach mastery of the way
of the fist. When you make an unarmed strike, you
score critical hits on a roll of 19–20. If you already
have a feature that increases the range of your critical
hits, your critical hit range increases by 1 (maximum
17–20). In addition, when you use a bonus action
to make an unarmed strike, it deals an additional
damage die.
If a creature is reduced to 0 hit points by your
unarmed strikes, you can spend 3 exertion to make
its body and soul be destroyed in an implosion. The
target can’t be brought back from the dead, except
with a wish spell.
When you hit a creature with two or more
unarmed strikes in the same turn, you can spend 3
exertion to force it to make a Constitution saving
throw, dealing one effect from the list below on a
failure. For each successful unarmed strike after
the second, you can spend 1 exertion to deal one
additional effect. For example, if you hit with four
unarmed attacks, you can spend 5 exertion to deal
three effects. You can’t choose the same effect more
than once, and on a successful saving throw all
effects are negated.
• Deal additional damage equal to twice your
martial arts die.
• The creature is blinded and deafened for
1 minute.
• The creature is paralyzed for 1 minute. At the
beginning of each of its turns, the creature can
repeat the saving throw, ending the effect on
itself on a success.
• The creature is knocked prone and becomes
poisoned for 1 minute.
• Healing features, spells, and traits have no
effect on the creature until the beginning of
your next turn.
• The creature loses a spell slot from its
highest available level.
• The creature loses 6 exertion.
• The creature can’t use bonus actions,
legendary actions, or reactions until the
beginning of your next turn.
• The creature gains a level of fatigue.