Level Up (A5E) Adept Question

AC 12 Light armor + Strength modifier should be on par with AC 10 + Dexterity modifier + Wisdom modifier, particularly once you have access to magical armor. For a point buy character that maximizes defense, the unarmored Adept can have AC 16 at 1st level with Dexterity 16 and Wisdom 16, vs. AC 15 for the armored Adept with Strength 16, so it is a 1 AC difference.

Also worth noting that Brutal Defense doesn't prohibit using a shield, so if you pick up shield proficiency somewhere, your AC will be significantly better too.
 

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The question is technically "Why do we cling to the 3.5 WoTC rule of d8 hit dice for Monks when it is one of the main reasons they are one of the least playable classes?" and an offered solution to move them to a d12 (Most people aren't willing to go past d10) because that gives them the staying power they SHOULD have. Everyone sees the Berserker/Barbarian with the d12 and think that a d12 is some brute taking a bat to the face and smiling with bloody lips. But everyone forgets that Hit Points are not just physical tanky-ness, it's also personal stamina to take glancing blows or to turn a heavy hit into a light one. Changing the perception of hit points from a reservoir of Damage Mitigation to a reserve of stamina and will, it changes the game entirely.
 

I personally prefer less bulky characters to instead have a way of recovering hit points mid fight. I am very happy with A5E decision to make the "heal as a bonus action" feature of the fighter (sorry, forgot the name) into a maneuver everyone that wants staying power (and has access to the adamant mountain tradition) can grab. The mind over body focus feature is great too, but the adept already has a lot of bonus actions options.
 

Mind Over Body as a bonus action for 2 exertion provides temporary hit points equal to their martial art die + Adept level.

Catch Your Breath is the Adamant Mountain maneuver as a bonus action for 2 exertion to regain d6 + proficiency bonus + Constitution modifier (minimum 0) hit points. Mind Over Body is better than this at higher character levels, which is pretty classic for the Monk class being able to heal.

There are a few other maneuvers to heal:
  • Burning Embers of Faith as a reaction for 3 exertion to regain proficiency bonus HP, when reduced to 0 HP.
  • Psychosomatic Encouragement as a bonus action for 2 exertion to give a friendly target d6 + proficiency bonus + Charisma modifier (minimum 0) hit points, or HP equal to your level if the damage taken was due to a spell + attack bonus vs. the caster.
  • Rallying Cry as a reaction for 3 exertion to heal an ally 2x your proficiency bonus.
  • Reassuring Pat as a reaction to heal your mount 2x your level.
  • Unyielding as a reaction for 3 exertion to regain d12 + proficiency bonus + Constitution modifier (minimum 0) HP, when reduced to 0 HP.
My point is that there's plenty of ways with Dodge, maneuverability, healing, etc., in combat for Adepts to evade, reduce damage taken, and heal. If you want to stand in the thick of things and tank, high Constitution, Hard Adventurer Feat, Dwarf, and similar options all work. And if your DM and group doesn't mind giving Adepts more HP, you can always house rule that too. But from a game-balance perspective, there doesn't appear to be any major need for it based on feedback across the years.
 

I personally prefer less bulky characters to instead have a way of recovering hit points mid fight. I am very happy with A5E decision to make the "heal as a bonus action" feature of the fighter (sorry, forgot the name) into a maneuver everyone that wants staying power (and has access to the adamant mountain tradition) can grab. The mind over body focus feature is great too, but the adept already has a lot of bonus actions options.
Back in O5e that would have been Second Wind. In A5e's Adamant Mountain combat tradition, it's (I believe) Catch Your Breath.
 


Our narrator has probably gotten more critical hits against us than we have. He had to pull out a bit of plot armour one night when I checked the rules for massive damage and realized my character was dead, not knocked out. Helpful NPCs are meant to be utilized, right?
 


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