Spear +1
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Dart
You can attack twice when you take the Attack action on your turn.
You have advantage on saving throws against being frightened.
Reaction. When falling, reduce fall damage by 25.
Reaction. When you are hit by a ranged weapon attack, reduce the damage you take by 1d10 + 9.
If you reduce the damage to 0 and have a free hand, you can catch a missile that is small enough to hold in one hand. If you catch it, you can spend 1 ki point to make a ranged attack with it as part of the same reaction. You make this attack with proficiency, and the missile counts as a monk weapon for the attack.
When you hit a creature with a melee weapon attack, you can spend 1 ki point to stun the target. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
You have a pool of points that fuel your ki features. You regain all ki points after a short or long rest, as long as you spend at least 30 minutes of the rest meditating.
Immediately after you take the Attack action on your turn, make two unarmed strikes.
With your Drunken Technique, you also gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Until the end of your next turn, any attack roll against you has disadvantage if you can see the attacker, and you have advantage on Dex saving throws. You lose this benefit if you are incapacitated or your speed drops to 0.
You may either Disengage or Dash, and your jump distance is doubled for the turn.
You can attempt to hide when obscured by a creature at least one size larger than you.
You can move through the space of any creature of a size larger than yours.