Martial Arts Adept
Medium humanoid (any species)- Challenge
- STR
- 0
- DEX
- 4
- CON
- 2
- INT
- 0
- WIS
- 3
- CHA
- 0
- Fort
- +2
- Ref
- +3
- Will
- +2
Maneuvers. The martial arts adept uses maneuvers (maneuver save Difficulty 14). It has 6 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 when it finishes a short rest. It knows the following maneuvers:
1 stamina die: fan of knives (Darts), nimble, positioning strike, quivering palm, slashing blades, spring attack, step of the wind, trip, vault
Unarmored Defense. While the martial arts adept is wearing no armor and wielding no shield, its Defense includes its Wisdom.
Actions (3)
Unarmed Strike. Melee Weapon Attack: +5 to hit. Hit: 8 (1d8 + 4) bludgeoning damage.
Dart. Ranged Weapon Attack: +5 to hit, range 3/10 m. Hit: 6 (1d4 + 4) piercing damage.
Reactions
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.
Maneuvers
As an action you can make two ranged weapon attacks with a dagger, hatchet, sai, dart, or shuriken against two different targets.
Enhance
You can throw an additional weapon for each additional stamina die expended, but you can only attack each creature once.
As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.
As an action, make a weapon attack to knock the creature off balance with your blow.
On a hit, add the stamina die to the attack’s damage and 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.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
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, make a weapon attack with an unarmed strike to cause lethal vibrations in the creature’s body.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it takes necrotic damage equal to the stamina die.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. During your Dash, if you move within 1 meter of a creature, you can make a melee weapon attack against that creature. You can only attack one creature you pass.
Enhance
You can attack an additional creature you pass for each additional stamina die expended, but you can only attack each creature once.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
Trip
As an action, make a melee weapon attack and a Brawn check to Trip.
Enhance
You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.
As a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack before the end of your next turn.
Enhance
You can increase the damage for each additional stamina die expended and add the full stamina dice result to the attack’s damage roll.