
Stats

Traits
Fey Ancestry - Advantage on charmed saves and immune to sleep magic.
Darkvision - 60 ft.
Unarmored Defense - While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Unarmored Movement - Your speed increases by 20 feet while you are not wearing armor.
You gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.
Empowered Strike - Your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to non magical attacks and damage.
Purity of Body - You are immune to poison and disease.
Actions
Extra Attack - You can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Stillness of Mind - You can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.
Bonus Actions
Unarmed Strike - When you use the Attack action with an unarmed strike or a monk weapon on Your Turn, you can make one unarmed strike as a Bonus Action.
Flurry of Blows - After your Attack action, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.
Patient Defense - You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.
Step of the Wind - You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.
Reactions
Slow Fall - You can use your reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.
Deflect Missiles - Use a reaction when you are hit by a ranged weapon attack to reduce damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, spend 1 ki point to make a ranged Attack.
Evasion - When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Cantrips
Control Flames
| Casting Time | Duration | Range |
|---|---|---|
| 1 Action | Instantaneous | 60 feet |
You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You expand the flame 5 feet in one direction if fuel is present in the new location.You extinguish the flames within the cube.You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.You cause simple shapes to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Gust
| Casting Time | Duration | Range |
|---|---|---|
| 1 Action | Instantaneous | 30 feet |
You create one of the following effects at a visible point within range:
One medium or smaller creature that you choose must succeed on a Strength save or be pushed up to 5 feet away from you.You create a small blast of air that moves one object up to 5 lbs that isn't held or carried. The object is gently pushed up to 10 feet away from you.You create a harmless sensory effect using air.
Mold Earth
| Casting Time | Duration | Range |
|---|---|---|
| 1 Action | Instantaneous/1hour | 30 feet |
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you can excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't cause damage.You cause shapes and colors to appear, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.If what you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause it to become normal terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Shape Water
| Casting Time | Duration | Range |
|---|---|---|
| 1 Action | Instantaneous/1hour | 30 feet |
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You move the water up to 5 feet in any direction. This movement doesn't cause damage.You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
6th Level Disciplines
Slow Fall - You can use your reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.
Inventory
Consumables
1 fizzy potion (mystery)
2 healing potions
1 potion of Gaseous Form
8 Magic Beans
Equipment
Pelt of Gleaming (+ 2 Charisma, disadvantage on Stealth)
Nunchuck ( -2 AC to hit)
Dart
Other
Ring of Dead Queen
Armor from dead spirit guy (rune with Fireball)