Adept

Class Features

As an adept, you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords, scimitars, and other martial weapons with the Light quality
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

Equipment

You start with 20 gp, in addition to the equipment granted by your background. The following are good starting items for adepts:

Table: The Adept
LevelFeaturesMartial ArtsMartial DisciplinesTechniques KnownManeuvers KnownFocus PoolManeuver Degree
1stAdroit Defense, Martial Arts1d6
2ndCombat Maneuvers, Inner Focus, Practiced Techniques1d61231st
3rdMartial Disciplines, Monastic Tradition1d632341st
4thAbility Score Improvement, Bonus Focus1d642371st
5thExtra Attack1d653482nd
6thMonastic Tradition feature1d663492nd
7th1d8745102nd
8thAbility Score Improvement1d8845112nd
9th1d8956123rd
10th1d81056133rd
11thMonastic Tradition feature1d81167143rd
12thAbility School Improvement1d81267153rd
13th1d101378164th
14th1d101478174th
15thPerfect Discipline1d101589184th
16thAbility Score Improvement1d101689194th
17thMonastic Tradition feature1d1017910205th
18th1d1018910215th
19thAbility Score Improvement1d12191011215th
20thPerfect Self1d12201011225th
Table: The Epic Level Adept
LevelFeaturesMartial ArtsMartial DisciplinesTechniques KnownManeuvers KnownFocus PoolManeuver Degree
21stEpic Level Ability Score Improvement, Extrasensory Perception1d12211112235th
22ndGreater Adroit Defense1d12221112245th
23rdMonastic Tradition feature1d12231213255th
24thOne Thousand Fists (1)1d12241213265th
25thEpic Ability Score Improvement, Perfect Technique2d8251314265th
26thMaster of Inner Focus2d8261314275th
27thMonastic Tradition feature2d8271415275th
28thOne Thousand Fists (2)2d8281415285th
29thEpic Ability Score Improvement, Master of Martial Arts2d8291516295th
30thMonastic Tradition feature2d8301516305th

Adroit Defense

1st-level Adept feature
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. Wisdom is your Discipline ability modifier.

Brutal Defense

You are proficient with light armor. As long as you are not wearing medium or heavy armor or wielding a shield, you may use your Strength modifier for your AC, instead of your Dexterity. If an Adept feature can only be used if you are not wearing armor, you may benefit from it while wearing light armor. Constitution is your Discipline ability modifier.

Martial Arts

1st-level Adept feature
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and adept weapons, which are weapons you are proficient with that don't have heavy property.

You gain the following benefits while you are unarmed or wielding only adept weapons and you aren't wearing armor or wielding a shield.

Certain monasteries use specialized forms of the adept weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama).

Combat Maneuvers

2nd-level Adept feature
You gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Determination, Duelist, Nemesis, Skirmisher, Skulduggery, Templar. You learn two maneuvers of your choice from traditions you are proficient with.

The Adept table shows how much focus you have to use your maneuvers of 1st degree and higher. To use one of your maneuvers, you must expend focus from your focus pool. You regain all expended focus when you finish a short or long rest. Your maneuvers show how much focus they cost. 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. You cannot know more maneuvers of a degree than you know of degrees below it.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver, and whenever you finish a long rest, you can replace one maneuver you know with maneuvers from traditions you are proficient with of the same degree over the course of 10 minutes.

Inner Focus

2nd-level Adept feature
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 focus pool granted by your Combat Maneuvers.

You can spend focus to fuel various Martial Disciplines in addition to your maneuvers. You also gain the following abilities.

Flurry of Blows. You can spend 1 focus to make two unarmed strikes as a Bonus Action.
Focused Attack. If you spend 1 focus or more as part of your Action on your turn, you can make one attack with an adept weapon as a Bonus Action before the end of the turn.
Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can spend 1 focus to take both the Disengage and the Dodge actions as a Bonus Action.
Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can spend 1 focus to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

Practiced Techniques

2nd-level Adept feature
You have picked up a number of tricks in your path towards perfection. You gain a practiced technique of your choice. Your practiced techniques are detailed on the Practiced Techniques page. 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.

Additionally, when you gain a level in this class, you can choose one of the Practiced Techniques you know and replace it with another Practiced Techniques that you could learn at that level.

Martial Disciplines

3rd-level Adept feature
Martial Disciplines stem from the mastery of your internal energies. Choose three options from the list below. Some features have Prerequisites, such as minimum adept level or another Martial Discipline. You must meet those Prerequisites before you choose that Martial Discipline. A level prerequisite refers to your level in this class. You gain an additional Martial Discipline at each level after 3rd.

Additionally, when you gain a level in this class, you can choose one of the Martial Disciplines you know and replace it with another Martial Discipline that you could learn at that level. Some of your Martial Disciplines require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Discipline save DC = 8 + your proficiency bonus + your Discipline ability modifier.

Battle Meditation
As a Bonus Action, you can spend 1 hit die to regain 1d4 focus. You can’t use this feature again until you finish a short or long rest.

Dance of the Rising Phoenix
You gain proficiency in the Performance skill if you do not already have it. You can use a Bonus Action and spend 2 focus to begin the Dance of the Rising Phoenix. Until the end of your next turn, the d20 die result required to activate a flourish is reduced by 2. The dance ends early if your movement speed becomes 0.

Dance of the Whirling Dervish
You gain proficiency in the Performance skill if you do not already have it. As a Bonus Action, you can spend 2 focus to begin the Dance of the Whirling Dervish. Take the Dash action, and until the end of your next turn, opportunity attacks against you are made with Disadvantage. When a creature misses you with an Opportunity Attack, you can use your Reaction to make an unarmed strike against the creature. The dance ends early if your movement speed becomes 0.

Dance of the White Tiger
You gain proficiency in the Performance skill if you do not already have it. As a Bonus Action, you can spend 2 focus to begin the Dance of the White Tiger. Until the end of your next turn, if you hit a target with two or more melee weapon attacks in the same turn, the target takes additional damage equal to your martial arts die. The dance ends early if your movement speed becomes 0.

Dance of the Winding Serpent
You gain proficiency in the Performance skill if you do not already have it. As a Bonus Action, you can spend 2 focus to begin the Dance of the Winding Serpent. Until the end of your turn, your reach with unarmed strikes increases to 20 feet. The dance ends early if your movement speed becomes 0.

Dancing Expert
Prerequisite: any dance Martial Discipline
When the duration of one of your dances ends, you can spend 2 focus to make the effect last until the end of your next turn.

Dancing Master
Prerequisite: Any two dance Martial Disciplines, Dancing Expert
You can spend 2 additional focus to activate two dances using the same Bonus Action. If you maintain these dances using Dancing Expert, you must spend focus for each dance to continue them.

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 plus your Strength or Dexterity modifier plus your Adept level. If you reduce the damage to 0, you can spend 1 focus 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 succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Strength or Dexterity modifier. The damage is the same type dealt by the attack.

Distant Eye
When you make a ranged weapon attack, you can spend 1 focus to prevent attacking at long range from imposing Disadvantage on your attack rolls until the end of the current turn.

Quickened Healing
As an Action, you can spend 2 focus and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Weapon Mastery
Choose two weapons. If you are not proficient with them, you become proficient with them.

Requires 5th Level

Dance of the Empty Void
Prerequisite: 5th level
You gain proficiency in the Performance skill if you do not already have it. As a Bonus Action, you can spend 2 focus to begin the Dance of the Empty Void. Take the Dodge action. Until the end of your next turn, you are under the effect of the mirror image spell. The dance ends early if your movement speed becomes 0.

Focused Aim
Prerequisite: 5th level
When you miss with an attack roll, you can spend 1 to 3 focus to increase your attack roll by 2 for each of the focus you spend, potentially turning the miss into a hit.

Focused Strikes
Prerequisite: 5th level
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Powerful Blow
Prerequisite: 5th level
Whenever you force a creature to move with an attack or ability, you may spend 1 focus to increase the distance they are moved by a number of feet equal to 5 x your proficiency bonus.

Stunning Strike
Prerequisite: 5th level
Once per turn when you hit a creature with a Monk Weapon or an Unarmed Strike, you can spend 1 focus to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target takes necrotic damage equal to a roll of your Martial Arts die plus your Discipline ability modifier.

Requires 7th Level

Dance of the Heavenly Dragon
Prerequisite: 7th level
You gain proficiency in the Performance skill if you do not already have it. As Bonus Action, you can spend 2 focus to begin the Dance of the Heavenly Dragon. Until the end of your next turn, you have resistance against damage from spells. The dance ends early if your movement speed becomes 0.

Dance of the Warding Tortoise
Prerequisite: 7th level
You gain proficiency in the Performance skill if you do not already have it. You can use a Bonus Action and spend 2 focus to begin the Dance of the Warding Tortoise. Until the end of your next turn, you have resistance against bludgeoning, piercing and slashing damage. The dance ends early if your movement speed becomes 0.

Empty Mind
Prerequisite: 7th level
As an Action, you can spend 1 focus to end one effect on yourself that is causing you to be Charmed or Frightened, and then enter a meditative state that lasts 1 hour. While in this state, Insight checks against you have Disadvantage, you have Advantage on saving throws made against enchantment spells, and resistance to psychic damage.

Evasion
Prerequisite: 7th level
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Heightened Metabolism
Prerequisite: 7th level
If you spend at least 1 minute focusing or resting, you can give yourself all the benefits of a Short Rest. Once you use this feature, you can't use it again until you finish a Long Rest.

Maneuver Rush
Prerequisite: 7th level
When you use a maneuver that takes the Attack action, you can spend the focus cost for a second maneuver you know that requires the Attack action plus 1 additional focus to combine the bonus effects for both maneuvers. After you use this feature, you can't do it again until you finish a Short or Long Rest.

Requires 9th Level

Dance of the Immaculate Kirin
Prerequisite: 9th level
You gain proficiency in the Performance skill if you do not already have it. You can use a Bonus Action and spend 2 focus to begin the Dance of the Immaculate Kirin. Until the end of your next turn, when you hit a creature with a melee weapon attack, they must succeed on a Constitution saving throw or the lowest-level beneficial spell affecting the creature ends. The dance ends early if your movement speed becomes 0.

Paralyzing Strike
Prerequisite: 9th level, Stunning Strike
When you use your Stunning Strike, you can spend 1 additional focus to attempt to Paralyze the target instead. On a failed save, the target has the Paralyzed condition until the start of your next turn. ON a successful save, the target takes necrotic damage equal to two rolls of your Martial Arts die plus your Discipline ability modifier.

Steel Body
Prerequisite: 9th level
Whenever you make a saving throw and fail, you can spend 1 focus to reroll it and take the second result.

Requires 10th Level

Heightened Defense
Prerequisite: 10th level
When you take the Dodge action with Patient Defense or Dance of the Empty Void, you gain a number of temporary hit points equal to two rolls of your Martial Arts die.

Purity of Body
Prerequisite: 10th level
Your mastery of the energy flowing through your body makes you immune to disease and poison.

Requires 11th Level

Additional Attack
Prerequisite: 11th level
You can attack three times, instead of twice, when you take the Attack action.

Dancing Maneuver
Prerequisite: 11th level, any dance
When you use a Bonus Action to activate an ability that costs focus, you can spend 2 focus to start one of your dances as part of the same Bonus Action.

Dual Stance
Prerequisite: 11th level
You can have two stances active at the same time. If you become Incapacitated or finish a Short or Long Rest, both stances end.

Pressure Points
Prerequisite: 11th level, Stunning Strike or Paralyzing Strike
When you use Stunning Strike or Paralyzing Strike, you can spend 2 additional focus. If you do, your target has Disadvantage on its saving throw to resist the effects. If it still succeeds, increase the necrotic damage dealt by two rolls of your Martial Arts die.

Share Focus
Prerequisite: 11th level
As an Action, you can share your spiritual fortitude with a creature you touch. That creature adds your Martial Arts die to its next saving throw. After you use this feature, you can’t do so again until you finish a Short or Long Rest. If you use this ability before the first target makes a saving throw, it ends for that creature.

Sixth Sense
Prerequisite: 11th level
You have Advantage on initiative checks.

Total Combat
Prerequisite: 11th level, Powerful Blow
When you successfully Grapple, Overrun, Shove, or Tumble, you deal damage equal to your unarmed strike to the target.

Undefeated
Prerequisite: 11th level, Quickened Healing
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. If you were reduced to 0 hit points by a creature in your reach, you may use your Reaction and spend 2 focus to make a single Unarmed Strike against them. On a hit, you regain hit points equal to a roll of your Martial Arts die plus your proficiency bonus. Once you use this ability, you can't do so again until you finish a Long Rest.

Requires 13th Level

Deflect Energy
Prerequisite: Defect Attacks, 13th level
You can now use your Deflect Attacks feature against attacks that deal any damage type, not just bludgeoning, piercing, or slashing.

Requires 14th Level

Diamond Soul
Prerequisite: 14th level, Empty Mind or Steel Body
Your mastery of your inner and outer focus grants you proficiency in all saving throws.

Requires 15th Level

Spiritual Journey
Prerequisite: 15th level
You can spend 8 focus to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Timeless Body
Prerequisite: 15th level, Empty Body or Steel Body
Your energy sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Vengeful Spirit
Prerequisite: 15th level, Quickened Healing, Empty Mind or Spiritual Journey
When you drop to 0 hit points but are not killed outright, you can spend 4 focus to set your 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 focus 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. If it is reduced to 0 hit points, you immediately die.
The spirit disappears if you die, you are healed above 0 hit points, or after 1 minute. While active, the spirit only takes hostile action against the creature who reduced you to 0 hit points. If the creature is reduced to 0 hit points, the spirit returns to your body, and you regain hit points equal to a roll of your Martial Arts die plus your proficiency bonus. While the vengeful spirit is active, you don’t make death saving throws, but you still suffer automatic failures if you are hit. Once you use this ability, you can't do so again again until you finish a Long Rest.

Requires 17th Level

Empty Body
Prerequisite: 17th level, Empty Mind or Spiritual Journey
You can use your Action to spend 4 focus to become Invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Requires 19th Level

Avoidance
Prerequisite: 19th level, Diamond Soul, Evasion
When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Monastic Tradition

3rd-level Adept feature
You commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, 17th, 23rd, 27th, and 30th level.

Way of the Ascendant DragonAs in Fizban's Treasury of Dragons except can now spend 1 focus to use Wings Unfurled once free uses are used.
Way of the Astral SelfAs in Tasha's Cauldron of Everything except Astral Barrage is now triggered on Flurry of Blows.
Way of the CenobiteROYal Brews. Altered.
Way of the Cobalt SoulAs in Tal'Dorei Campaign Setting Reborn
Way of the Drunken MasterAs in Xanathar's Guide to Everything
Way of the Four ElementsPlayer's Handbook. Complete Rework.
Way of the IllidariHomebrew
Way of the KensaiAs in Xanathar's Guide to Everything
Way of the Living WeaponExploring Eberron. Altered.
Way of the Long DeathSword Coast Adventurer's Guide. Altered.
Way of MercyTasha's Cauldron of Everything. Altered.
Way of the Open HandPlayer's Handbook. New feature added.
Way of ShadowPlayer's Handbook. New feature added.
Way of Sun SoulXanathar's Guide to Everything. New feature added.
Way of ZerthThinkDM. Altered.

Ability Score Improvement

4th-level Adept feature
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.

You may also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level. The proficiency you replace needn't be from this class.

Lastly, you may choose to replace the option you chose for the Adroit Defense feature with one of that feature's other options, representing a change of focus in your combat style.

Bonus Focus

4th-level Adept feature
Your self-awareness and discipline allow you draw upon deeper reserves of willpower than other warriors. Your focus pool increases by the amount equal to half your Adept level (Included in the Adept table).

Extra Attack

5th-level Adept feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Perfect Discipline

15th-level Adept feature
At the beginning of your turn during combat, you regain 1 focus.

Perfect Self

20th-level Adept feature
You have honed your body and mind to new heights. If you chose Agile Defense at 1st level, your Dexterity and Wisdom scores increase by 4, and your maximum for those scores is now 24. If you chose Brutal Defense at 1st level, your Strength and Constitution scores increase by 4, and your maximum for those scores is now 24.

Epic Level Adept: Extrasensory Perception

21st-level Adept feature
You can cast the clairvoyance, detect magic, and enhance vision spells by spending 2 focus. If you already have the ability to cast any of these spells with focus, you may cast them by spending 1 focus instead.

Epic Level Adept: Epic Ability Score Improvement

21st-level Adept feature
When you reach 21st level, and again at 25th and 29th level, you gain the benefits of an Ability Score Improvement, but your ability score increase can bring an ability score above 20, to a maximum of 24.

Epic Level Adept: Greater Adroit Defense

22nd-level Adept feature
Your defense has been honed by years of intensive training. Choose one of the following options:

Hardened Physique

Your Adept hit dice become d10s.

Vital Defense

You can spend 1 focus to turn a critical hit against you into a normal hit, and attack rolls against you cannot flourish unless they are critical hits.

Epic Level Adept: One Thousand Fists

24th-level Adept feature
Whenever you use your Flurry of Blows (or a similar archetype feature such as Radiant Sun Bolt) you can make three attacks as a Bonus Action, rather than two. Upon reaching 28th level, this bonus increases to four attacks.

Epic Level Adept: Perfect Technique

25th-level Adept feature
When you are forced to make a saving throw by a hostile creature, you regain 1 focus if you succeed on the saving throw.

Epic Level Adept: Master of Inner Focus

26th-level Adept feature
Your mastery of your inner strength has manifested in control over your body. You gain the following benefits:

Epic Level Adept: Master of Martial Arts

29th-level Adept feature
You have become a master of martial arts. You gain the following benefits: