While adepts are typically known for a certain level of grace and speed, there are other traditions that value strength, resilience, and power more than agility and grace. Known unflatteringly as bruisers, these formidable adepts can stand toe-to-toe with foes that many of their contemporaries would prefer to dodge around.
Starting at 3rd level, you learn to use heavier weapons than most adepts. Choose 2 melee weapons with the heavy, two-handed, or versatile property. They become adept weapons for you.
You also gain proficiency in either the Adamant Mountain or Tempered Iron combat tradition and learn a first-level maneuver from the tradition you selected that does not count against your maneuvers known.
Starting at 6th level your determination becomes undeniable. When you fail aagainst becoming , , , , , , , or , you can use your reaction to spend 2 exertion and reroll.
Additionally, a number of times per day equal to your Strength modifier, you can spend 1 exertion to add your martial arts die to any melee attack roll with an adept weapon if the target is at least a size category larger than you. You regain all expended uses when you finish a.
Starting at 11th level, you become especially skilled at wrecking the protective measures of others. As an action, you may make a single melee weapon attack against a creature within range. If you make this attack using a weapon with the heavy or two-handed property, add anto your roll. If you hit, the target takes additional damage equal to your martial arts die and must make a Strength save against your maneuver DC. On a failure, choose either its armor or shield (if applicable). The chosen gear gains the broken condition. On a success, the creature takes additional damage equal to your martial arts die. Once you have used this feature a number of times equal to your Strength modifier (minimum once) you cannot do so again until you finish a .
At 17th level, you can shrug off almost anything. As a bonus action you can spend 1 exertion to end one of the following conditions on yourself:, .
As an action, you can spend 2 exertion to end one of the following conditions on yourself:, , , , . Also as an action, you can spend 3 exertion to end one of the following conditions on yourself: , , , . Once you have spent a total of 6 exertion on this feature, you can’t use it again until you finish a .
In addition, you can spend 1 additional exertion to use your Dogged feature on any. You must still pay the exertion cost for the feature.