Adept (MoMT)

> *"To strike with the power of the fade, you must find yourself within it." ~ Someone*
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Adepts are united in their ability to magically harness the energy that flows from the Fade and through their own bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that an adept does. Using this energy, adepts channel strength into their unarmed strikes. With training focused on martial study, their mastery of their own energy gives them more power over their bodies and the bodies of their enemies

## Class Details

* **Hit Dice:** 1d8
* **Saving Throws:** Strength, Dexterity
* **Proficiencies:** Simple weapons, shortswords, (a) one type of artisan's tools OR (b) one musical instrument
* **Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

### Equipment

You start with the following equipment, in addition to the equipment granted by your origin.

* (a) a shortsword or (b) any simple weapon
* (a) a dungeoneer's pack or (b) an explorer's pack
* 10 darts

## Features

### Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

## Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and adept weapons, which are 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 wearing armor or 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.

Certain cloisters of Adepts 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, or a sickle with a shorter, straighter blade. Whatever specialized equipment you use for your adept's weapon, you can use the game statistics provided for the weapon on the Weapons page.

## Energy

Starting at 2nd level, your training allows you to harness the energy that flows within you. Your access to this energy is represented by a number of energy points. Your adept level determines the number of points you have, as shown in the Energy Points column of the Adept table.

You can spend these points to fuel various adept features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more adept features as you gain levels in this class.

When you spend an energy point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended energy back into yourself. You must spend at least 30 minutes of the rest meditating to regain your energy points.

Some of your adept features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

**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 energy point to make two unarmed strikes as a bonus action.

* **Patient Defense.** You can spend 1 energy point to take the Dodge action as a bonus action on your turn.

* **Step of the Wind.** You can spend 1 energy point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

## Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain adept levels, as shown in the Adept table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

## Dedicated Weapon

Also at 2nd level, you train yourself to use a variety of weapons as adept weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your energy on it, and then count that weapon as an adept weapon until you use this feature again.

The chosen weapon must meet these criteria:

* The weapon must be a simple or martial weapon.

* You must be proficient with it.

* It must lack the heavy and special properties.

## Adept Path

When you reach 3rd level, you commit yourself to an adept path. Your path grants you features at 3rd level and again at 6th, 11th, and 17th level.

**Adept Paths**:

* Way of Mercy
* Way of the Dragon
* Way of Chaos
* Way of the Ghost
* Way of the Self
* Way of the Shadow
* Way of the Light
* Way of Conviction

## Deflect Missiles

Starting at 3rd level, 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 energy point to make a ranged attack with a range of 20/60 using 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.

## Energy-Fueled Attack

Also at 3rd level, if you spend 1 energy point or more as part of your action on your turn, you can make one attack with an unarmed strike or an adept weapon as a bonus action before the end of the turn.

## Slow Fall

Beginning at 4th level, 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.

## Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

## Stunning Strike

Starting at 5th level, you can interfere with the flow of energy in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 energy point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

## Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

## Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. 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.

## Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

## Purity of Body

At 10th level, your mastery of the energy flowing through you makes you immune to disease and poison.

## Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the essence of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

## Diamond Soul

Beginning at 14th level, your mastery of energy grants you proficiency in all saving throws.

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

## Timeless Body

At 15th level, your energy sustains you so that you suffer none of the frailty of extreme old age, and you can't be aged magically. In addition, you no longer need food or water.

## Empty Body

Beginning at 18th level, you can use your action to spend 4 energy points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 energy points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.

## Perfect Self

At 20th level, when you roll for initiative and have no energy points remaining, you regain 4 energy points.