Requirements: Week of Solitary Meditation in a Place of Power.
Each level of Adept gives you +1 Magic Die.
- Unarmed Fighting, Breath Dash, Forms
- Breath Shield
- Flury of Blows
- Breath Burst
Your empty hands and improvised weapons in them deal 1d6 damage.
Roll MD to move through [dice] zones, even if it’s not your turn. This can be over difficult terrain, or over an obstical.
Forms are not earned automatically. Forms are only gained from brushes with legend. Learn a form each time you defeat a legendary enemy, spend a week training under a legendary master, or meditate in a place of legendary grandeur.
When activating a Form roll MD. Maintain the Form for [sum] rounds.
As a free action, roll MD to reduce incoming damage by [sum].
Flury of Blows
Whenever you hit with an unarmed attack, you may make another unarmed attack with disadvantage. This can be repeated until you miss. Step up the damage die with each successive hit (d8, d10, d12, d20).
As a free action, roll MD to make a ranged attack dealing [sum] damage. If this brings an enemy to 0 flesh, the remaining damage is done to a target behind them, and so on until the full amount of damage is absorbed, or the burst hits a wall.
MD showing doubles or more are locked until you spend a week in a training montage. You suffer -1 attack per locked MD until this is dealt with.
When learning a new form, roll [level]d6 dice to identify it (You may roll fewer dice if you wish).
- Nimble Rat
Missile attacks can’t hit you.
Your allies gain advantage when defending against them.
- Flopping Fish
You can hold your breath for 10 minutes. Knock enemies prone with your attacks.
- Wrestling Bear
Automatically start a grapple with an unarmed attack.
Deal 1d4 damage each round of grapple.
- Drunken Monkey
Automatically disarm with an unarmed attack.
Get advantage on all defend rolls.
- Graceful Cat
Save to ignore fall damage.
You can’t be knocked prone.
- Striking Butterfly
You effectively weigh 5 lbs.
Enemies must save or attack only you.
- Basking Snake
You are immune to poison.
You have advantage on attack rolls.
- Vengeful Kangaroo
You can leap up to 20 feet.
Your attacks knock enemies into an adjacent zone.
- Hunting Wolf
After bringing an enemy to 0 flesh, you may make another attack.
You get +1 attack for each ally in the same zone
- Raging Tiger
Your fists deal 1d8 damage.
You may make two normal attacks per round
- Careful Rabbit
You always succeed initiative checks.
You always go in the surprise round, even if your party is surprised.
- Rampaging Ox
Even when you miss an attack, you deal 1/2 damage.
You can carry 1000lbs.
- Absorbing Ooze
You can squeeze through spaces the size of your head.
When you hit an enemy, you can automatically steal an item they’re carrying, including pieces of armor.
- Charging Wurm
You can burrow through loose earth and breathe underground for 30 minutes.
When you attack an enemy from below, step up your damage die and they save vs. being grappled (can’t move unless you let them go).
- Flailing Kraken
You can swim in any conditions and hold your breath underwater for 10 minutes.
You can make as many attacks per round as you have free limbs; step down your damage die for all of those attacks once for each extra attack you’re making.
- Glaring Tyrant
You can’t be surprised.
As a reaction, with eye contact, you can force a creature to save vs. countering an ability it’s trying to use. This only works once per round, but you can try until it works.
- Keening Wraith
You can astrally project while meditating.
Your astral body is intangible, transparent (though not invisible), and cannot go further than [dice]*100ft away from your body. You can attack and be attacked while astrally projecting.
- Lurking Basilisk
Your movement and unarmed attacks are silent.
With eye contact, you can force a creature to save vs. paralyzation. If they succeed, it doesn’t work on them again.
- Nesting Owlbear
You can climb rough vertical surfaces as quickly as you run.
You can parry attacks targeting your allies, and can riposte immediately afterward at disadvantage but with a stepped up damage die.
- Patient Mimic
With a minute of prep-time, you can create a camouflage disguise that blends you into the environment until you move.
You can make an unarmed strike that imitates the mundane attack that an enemy just hit you with.
- Ruling Dragon
You can jump as high as you can move in a round. Falling from this jump doesn’t inflict fall damage.
You can dual-wield weapons without stepping down your damage dice, and switch between them between attacks. These weapons work for Flurry of Blows.
- Stalking Displacer
You can split into two copies of yourself, each of which you control independently. One copy is an illusion. Choose which is real when you want to interact with something or something tries to hit one of the copies. When you choose which is real, the other disappears.
If both you and your copy are teaming up on the same enemy, you get advantage on the attacks.
- Striding Giant
You travel overland at double speed.
You can treat your Strength as 10 for anything besides fighting.
- Thirsting Stirge
You can skim over the ground, without leaving footprints or applying pressure until you end your move.
When you wound someone, you can drain their vitality and restore [sum] Grit.
Inspired by These Three Monks