Eustace

* Shadow of Tyre
* Gambler's Delight

### Guest Appearances

*Heart of Tyre*, *Soul of Tyre*, *Shattered Crowns* (S2 Ep. 8-9), *Death and Debts* (Ep. 10-11)

> *I think we need more amber!* ― Eustace
>
>

**Eustace Bellbawls** is a player character in *Gambler's Delight* and *Shadow of Tyre*. He is played by Tate. He also makes a two-episode appearance on *Shattered Crowns* Season 2.

## Description

### Appearance

*Gambler's Delight* Ep. 1*Gambler's Delight* Ep. 2 (Artist)*Shadow of Tyre* Ep. 1 (Artist)*Shadow of Tyre* Ep. 3 (Artist)*Shadow of Tyre* Ep. 8 (Artist)*Shadow of Tyre* Ep. 16 (Artist)

## Character Information

### HP Growth

Eustace's HP Growth
 Level 2 (GD Ep. 2)
 Level 4 (GD Ep. 7)
 Level 8 (ShoT Ep. 5)
 Level 10 (ShoT Ep. 21)

1 Changed based on the events in the episodes

2 The party skipped levels 5 and 6 at the end of *Gambler's Delight*

### Abilities

#### Origin

**Bloodwave Bay**

* Skill Prof – Athletics
* +1 to Dexterity

##### Sub-Origin

**Spelunker**

* You increase your passive perception by 5. This bonus does not stack with the feat, Observant.
* Skill Prof – Perception

#### Water Genasi Abilities

Cold Resistance

* You have resistance to cold damage.

Amphibious

* You can breathe air and water.

Swim

* You have a swimming speed of 30 feet.

Call to the Wave

* You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Seal of Water

* Your swim speed is increased by 30ft. If you should deal cold damage, the damage is increased by 2, this applies only once per source.

#### Monk Abilities

**Level 1: Unarmored Defense**

* Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

**Level 1: Martial Arts**

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.

* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
* You can roll a d4 in place of the normal damage of your unarmed strike or monk weapons.
* 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.

**Level 2: Ki**

You can spend these points to fuel various Ki features. You regain all expended Ki points when you finish a short or long rest. You gain the following features at the level indicated:

* KI Points = Monk Level

*Flurry of Blows*

* *Immediately after you take the Attack action on your turn, 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.*

**Level 2: Unarmored Movement**

* Your speed increases by 10 feet while you are not wearing armor or wielding a shield.

**Level 3: Deflect Missiles**

* You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
* You can spend 1 Ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies and the missile counts as a monk weapon for the attacks.

**Level 3: Monastic Tradition (Open Hand)**

* **Open Hand Technique**
	+ Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
		- It must succeed on a Dexterity saving throw or be knocked prone.
		- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
		- It can't take reactions until the end of your next turn.

**Level 4: 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.

**Level 5: Extra Attack**

* You can attack twice, instead of once, whenever you take the Attack action on your turn.

**Level 5: Stunning Strike**

* When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

**Level 6: Ki-Empowered Strikes**

* Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

**Level 6: Monastic Tradition (Open Hand)**

* **Wholeness of Body**
	+ As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

**Level 7: 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.

**Level 7: Stillness of Mind**

* You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

**Level 9: Unarmored Movement Improvement**

* You gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

**Level 10: Purity of Body**

* Your mastery of the ki flowing through you makes you immune to disease and poison.

#### Feats

**Ward of Waves**

* As a reaction to an attack, you may conjure moisture around him in a ward of magical water. Until the start of his next turn, attacks against him have disadvantage.

* At the start of your next turn, you can use your action to release the watery ward in a direction of your choice in a 20ft. line. Each creature affected must make a DC 16 Strength saving throw or be pushed backed 10ft. directly from you. If you choose not to release the water, it falls harmlessly to the floor.

* Additionally, you may use echolocation underwater, giving blind-sight up to 30ft. This cannot be used while deafened.

#### Special Abilities

**Dreaming Fist Stances**

* As a bonus action, Eustace may enter this stance for 1 minute. During this stance, if an enemy misses a melee attack, Eustace teleports to the opposite side of them and strikes as a triggered action once per round.

* Should he perform this action 3 times in 1 round, he is teleported back to his original position and deals 3d6 Force damage to all enemies within 20ft. through the dream realm.

**Ice Breath**

* As an addition to Eustace's action, he can exhale cold air in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 4d6 + 2 cold damage on a failed save, or half as much damage on a successful one.

### Notable Items

* Carnage Heart (Attunement)
	+ Whenever you would attune to this item, your heart is replaced with this.
	+ You gain a +4 to Constitution.