Martial Arts AdeptMedium humanoid (any species)
- 3 (700 XP)
Maneuvers. The martial arts adept uses maneuvers (maneuver save DC 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, and knows the following maneuvers:
Unarmored Defense. While the adept is wearing no armor and wielding no shield, its Defense includes its Wisdom.
Multiattack. The adept makes three unarmed strikes or three dart attacks.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 1.5 m. Hit: 8 (1d8 + 4) bludgeoning damage.
Dart. Ranged Weapon Attack: +6 to hit, range 4.5/18 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.