Martial Arts AdeptMedium humanoid (any species)
Maneuvers. The martial arts adept uses maneuvers (maneuver save Difficulty 14). It has 9 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:
Unarmored Defense. While the adept is wearing no armor and wielding no shield, its Defense includes its Wisdom.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 8 (1d8 + 4) bludgeoning damage.
Dart. Ranged Weapon Attack: +6 to hit, range 3/10 m. Hit: 6 (1d4 + 4) piercing damage.
Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 4. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.
As an action you can make two ranged weapon attacks with a dagger, hatchet, sai, dart, or shuriken against two different targets.
You can throw an additional weapon for each additional stamina die expended, but you can only attack each creature once.
As an action, you can make a weapon attack in an attempt to knock the creature off balance with your blow. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you move into the creature’s space, and it moves 1 meter in a direction you choose.
You can increase the damage and target a creature of a larger size for each additional stamina die expended.
If the target is Large, you can occupy any space that it left. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or terrain such as a wall.
As an action, you can make a weapon attack with an unarmed strike in an attempt to cause lethal vibrations in the creature’s body. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it takes necrotic damage equal to the stamina die.
You can increase both damages for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action twice or use the Disengage action and the Dash action. You also have advantage on Athletics checks to jump for the turn.
As an action, you can make a melee weapon attack and a Brawn check to Trip.
You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.
As a reaction, which you use when you are hit by an attack that you can see or when you make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. Roll a d3 and add the result your Defense against the triggering attack or to your Reflex saving throw. You can do so after the roll but before any effects of the roll occur.
You can expend 2 additional stamina dice to roll 2d3.
You can expend 4 additional stamina dice to roll 3d3.