Cyr Stumblefoot

Lightfoot Halfling Monk 5 (8000 / 14000 xp)
Str
10
+0
Dex
18
+4
Con
12
+1
Int
10
+0
Wis
16
+3
Cha
10
+0
Proficiency Bonus: +3
Saving Throw: Str, Dex
Skill: Acrobatics, History, Performance, Religion, Survival
Tool: Musical instrument (pan flute), Brewer's supplies
Language: Common, Halfling, Elvish
Weapon: simple, shortsword
Armor: none
Max HP: 33
Hit Dice
d8
Death Saves
Current HP
Temp HP
Melee Equipment

Spear +1

AC
17
Move
35
    Actions
    Spear +1. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft. Hit: 1d8 + 5 piercing damage.
    Martial Arts. When you use the Attack action with a monk weapon or unarmed strike, you can make one unarmed strike as a bonus action.
    Unarmed Strike. Melee Weapon Attack: +7 to hit. Hit: 1d6 + 4 bludgeoning damage.
    Lucky

    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.

    Ranged Equipment

    Dart

    AC
    17
    Move
    35
      Actions
      Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft. Hit: 1d6 + 4 piercing damage.
      Extra Attack

      You can attack twice when you take the Attack action on your turn.

      Brave

      You have advantage on saving throws against being frightened.

      Slow Fall

      Reaction. When falling, reduce fall damage by 25.

      Deflect Missiles

      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.

      Stunning Strike

      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.

      Ki
      Saving Throw DC:
      14
      Ki Points: 5

      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.

      Flurry of Blows
      Bonus Action ✦ 1 ki point

      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.

      Patient Defense
      Bonus Action ✦ 1 ki point

      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.

      Step of the Wind
      Bonus Action ✦ 1 ki point

      You may either Disengage or Dash, and your jump distance is doubled for the turn.

      Naturally Stealthy

      You can attempt to hide when obscured by a creature at least one size larger than you.

      Halfling Nimbleness

      You can move through the space of any creature of a size larger than yours.

      Inventory
      Quarterstaff
      Hemp rope (50 ft.)
      Backpack"
      Bedroll"
      Dart (8)
      Rations (6)
      Waterskin
      Traveler's clothes
      Grandpa Cyr's amulet
      Mess kit
      Flask
      Tinderbox
      Torch (9)
      Spear +1
      Wand of magic missiles
      Bone naga rib
      pp
      gp
      111
      sp
      21
      cp
      Attunement
      1. Grandpa Cyr's amulet
      2.
      3.