Special Equipment. Arto has the following additional magical items (already accounted for in his statistics). A vorpal scimitar, a pair of bracers of defense, a ring of free action, a cloak of the manta ray, a pair of gloves of thievery, and an insignia of claws.
Legendary Resistance (3/Day). If Arto fails a saving throw, he can choose to succeed instead.
Ki. Arto has 16 ki points he can use for various abilities and regains all his expended ki points whenever he finishes a short or long rest. Arto uses his ki points for his Flurry of Blows and Stunning Strike abilities.
Cunning Action. Arto can use take the Dash, Disengage, or Hide actions on his turn as a bonus action. If he takes the Disengage or Dash actions, his jump distance is doubled until the end of his turn.
Evasion. When Arto is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Grappler. Arto has advantage on attack rolls against a creature he is grappling. He can also use his action to try to pin a creature he has grappled. To do so, he makes another grapple check. If he succeeds on the check, he and the creature are both restrained until the grapple ends.
Mage Hand Legerdemain. Arto can make his mage hand invisible and perform additional tasks with it:
- Arto can stow one object the hand is holding in a container worn or carried by another creature.
- Arto can retrieve an object in a container worn or carried by another creature.
- Arto can use thieves' tools to pick locks and disarm traps at range.
Additionally, Arto can use the bonus action granted by his Cunning Action trait to control the hand.
Pack Tactics. Arto has advantage on an attack roll against a creature if he has at least one ally within 5 feet of that creature and the ally isn't incapacitated.
Ring of Free Action. While wearing this ring, difficult terrain doesn't cost Arto extra movement. In addition, magic can neither reduce his speed nor cause him to be paralyzed or restrained.
Spellcasting. Arto is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Arto knows the following wizard spells:
Cantrips (at will): fire bolt, mage hand, prestidigitation
1st level (3 slots): charm person, disguise self, feather fall, hideous laughter
Squat Nimbleness. Arto has advantage on any Strength (Athletics) or Dexterity (Acrobatics) check he makes to escape from being grappled.
Tongue of the Sun and Moon. Arto can understand all spoken languages and any creature that can understand at least one language can understand Arto.
Tavern Brawler. When Arto hits a creature within an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Unarmored Movement. Arto can move along vertical surfaces and across liquids on his turn without falling during his move.
Multiattack. Arto makes two attacks using either his scimitar or an unarmed strike. He can use a bonus to use his Flurry of Blows or make a single grapple check against a creature hit by his unarmed attack this turn.
Scimitar. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 17 (2d8 + 8) slashing damage.
Vorpal. If Arto hits a creature with at least one head with his scimitar and he rolls a 20 on the attack roll, he cuts off one of the creature's heads. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra [[6d8]] slashing damage from the hit.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 6) bludgeoning damage.
Flurry of Blows. Arto expends 1 ki point and makes two unarmed strike attacks as a bonus action.
Stunning Strike. When Arto hits a creature with a melee weapon attack, he can spend 1 ki point to attempt a stunning strike. The target must succeed on a DC 19 Constitution saving throw or be stunned until the end of Arto's next turn.
Stillness of Mind. As an action, Arto ends one effect that is causing him to be charmed or frightened.
Slow Fall. Arto can use his reaction to reduce the damage taken by falling by 80.
Defensive Duelist. When Arto is hit by a melee attack, he can use his reaction to increase his AC by 6, potentially causing the attack to miss him.
Deflect Missiles. Arto can use his reaction to deflect or catch the missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 1d10+21.
If Arto reduces the damage to 0, he can catch the missile if it is small enough for him to hold in one hand. He can then make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction. Arto makes a ranged attack with a bonus of +12, and a range of 20/60 ft; the missile counts as a monk weapon for the attack.
Arto can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Arto regains spent legendary actions at the start of his turn.
Strike. Arto makes a single melee weapon attack.
Move. Arto moves up to his speed without provoking attacks of opportunity.
Cast a Spell. Arto casts a spell with a cast time of 1 action.
Flurry (Costs 2 Actions). Arto makes a single unarmed strike attack and then uses his Flurry of Blows.
Description
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