🦸‍♀️(Legacy) 5e - Fighter🦸‍♀️

Kurzbeschreibung

A master of martial techniques with expertise in a wide variety of weapons and combat maneuvers.

Bildrechts

Regelwerk Klasse Fighter 5e.png

A scout moves from tree to tree with effortless leaps, nocking an arrow to their bow along the way. Mid-jump they loose their arrow,sending it through the upraised hand of a marauder. The marauder howls with pain, sword dropping to the ground as the scout readies to fire again.

The duelists took positions opposite one another. As one raised her sword, the other’s eyes narrowed, then relaxed. With a grim smile, the second duellist slid into a well practiced stance, waiting for what he knew would come next.

A twig breaks and a sentinel rises from her seeming sleep, halberd falling into her hand as she confronts her would-be ambushers. She directs a hard, withering glare their way and they falter, hesitation setting in as they read her expression. Without a word, the ambushers withdraw.

Well Rounded Specialist

Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.

Trained for Danger

Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters.

Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.

Core Class Traits

Primary AbilityStrength and/or Dexterity
Hit Point DieD10 per Fighter level
Saving Throw ProficienciesStrength and Constitution
Skill ProficienciesChoose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Stealth, and Survival
Tool ProficienciesOne set of Artisan’s tools of your choice
Weapon ProficienciesAll
Armor TrainingAll
Starting EquipmentChoose A or B: (A) Greatsword, 4 javelins, hide, medium shield, climbing gear, explorer’s pack; (B) Longbow and 20 arrows, pike, shortsword, medium shield, hardened leather, backpack, bell, lantern (standard), manacles, signal whistle

Becoming a Fighter

As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.

You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among yourmost important possessions—the only things that stand between you and death’s embrace.

As a Level 1 Character

  • Gain all the traits in the Core (Legacy) 5e - Fighter Traits table.
  • Gain the (Legacy) 5e - Fighter’s level 1 features, which are listed in the (Legacy) 5e - Fighter Features table.

As a Multiclass Character

  • Gain the following traits from the Core (Legacy) 5e - Fighter Traits table: Hit Point Die,
  • Gain the (Legacy) 5e - Fighter’s level 1 features, which are listed in the (Legacy) 5e - Fighter Features table. See the multiclassing rules to determine your available spell slots.

General Character Table

This table shows the general progression of every character class. Every column, except for the “Features” Column is applicaple, even if your character is multiclassed

Class Features

Class Features Table

LevelFeaturesManeuver SpecializationSecond WindSoldiering Knacks
1stCombat Maneuvers, Fighting Style, Second Wind-2-
2ndAction Surge, Soldiering Knacks, Feat-21
3rdMartial Archetype-21
4thFeat-21
5thExtra Attack, Maneuver Specialization, Reserves122
6thMartial Archetype Feature122
7thFeat232
8thMartial Lore, Inflexible232
9thMartial Archetype Feature233
10thFeat233
11thSecond Extra Attack, Studied Attacks333
12thFeat333
13thMartial Archetype Feature334
14thFeat334
15thUnrelenting434
16thFeat434
17thMartial Archetype Feature435
18thFeat435
19thWarmaster535
20thEpic Boon, Feat535

Martial Maneuver Table

LevelExertionManeuvers KnownManeuver Degree
1st= 2 x PB31st
2nd= 2 x PB41st
3rd= 2 x PB41st
4th= 2 x PB51st
5th= 3 x PB62nd
6th= 3 x PB72nd
7th= 3 x PB72nd
8th= 3 x PB82nd
9th= 3 x PB93rd
10th= 3 x PB103rd
11th= 3 x PB103rd
12th= 3 x PB113rd
13th= 3 x PB124th
14th= 3 x PB134th
15th= 3 x PB134th
16th= 3 x PB144th
17th= 3 x PB155th
18th= 3 x PB165th
19th= 3 x PB165th
20th= 3 x PB175th

Level 1: Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. When you gain a level in this class, you can replace your Fighting Style with another option from the list below.

Level 1: Second Wind

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 + your Fighter level.

You can use this feature a number of times as shown in the Second Wind column of the Fighter table. You regain one expended use when you finish a 👁️Short Rest, and you regain all expended uses when you finish a 👁️Long Rest.

Level 1: Combat Maneuvers

You gain the ability to use 🤺Combat Maneuvers. You gain proficiency in two combat traditions of your choice. You learn three maneuvers of your choice from traditions you are proficient with.

You gain an 🤺Exertion pool equal to 2 x your proficiency bonus, regaining any spent exertion at the end of a 😴Short or 😴Long Rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Fighter table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

Showing 19 of 19 entries
NameDescriptionClasses
(Legacy) 5e - Adamant Mountain TraditionHardiness, Might, PowerBarbarian, Fighter
(Legacy) 5e - Arcane Knight TraditionMartial Magic, Arcana, ElementalArtificer, Blood Hunter, Fighter
(Legacy) 5e - Biting Zephyr TraditionDistance, Sharpshooting, Thrown WeaponsBlood Hunter, Fighter, Hunter, Marshal, Rogue
(Legacy) 5e - Eldritch Blackguard TraditionMartial Magic, Terror, DeathBlood Hunter, Fighter, Paladin
(Legacy) 5e - Mirrors Glint TraditionFlowing, Insightful, ReactiveAdept, Barbarian, Blood Hunter, Fighter, Hunter, Marshal
(Legacy) 5e - Mist and Shade TraditionDiversion, Feinting, MentalBlood Hunter, Fighter, Marshal, Rogue
(Legacy) 5e - Rapid Current TraditionFast Strikes, Mobility, SwiftnessAdept, Barbarian, Fighter, Hunter, Marshal, Rogue
(Legacy) 5e - Razors Edge TraditionAwareness, Concentration, DisciplineAdept, Fighter, Hunter, Marshal
(Legacy) 5e - Sanguine Knot TraditionLegion, Teamwork, TrustFighter, Marshal, Paladin
(Legacy) 5e - Spirited Steed TraditionMounted, Soldiering, WarfareFighter, Hunter, Marshal, Paladin
(Legacy) 5e - Tempered Iron TraditionConfidence, Conviction, ZealotryBarbarian, Fighter, Paladin
(Legacy) 5e - Tooth and Claw TraditionAnimalistic, Movement, NaturalBarbarian, Fighter
(Legacy) 5e - Unending Wheel TraditionMastery, Patience, TrainingAdept, Blood Hunter, Fighter, Hunter, Marshal
5e - Tradition of AttentivenessInsightful, Reactive, PerceptiveAdept, Blood Hunter, Fighter, Hunter, Marshal, Paladin, Rogue
5e - Tradition of ComraderyTeamwork, Supportive, SocialBarbarian, Fighter, Marshal, Paladin, Rogue
5e - Tradition of CunningDiversion, Feinting, Mental, StealthAdept, Blood Hunter, Fighter, Hunter, Marshal, Rogue
5e - Tradition of MightPower, Hardiness, Tough, BrutalAdept, Barbarian, Fighter, Paladin
5e - Tradition of ProwessTactical, Skilled, Confidence, Conviction, Resist MagicBarbarian, Blood Hunter, Fighter, Hunter, Marshal, Paladin
5e - Tradition of SwiftnessMobility, Speed, Fast Strikes, RangedAdept, Barbarian, Blood Hunter, Fighter, Hunter, Rogue
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Showing 8 of 8 entries
NameDegreeTraditionTimeRange-AreaSave-AttEffect
5e - Agile Feint (Maneuver) (Legacy)2Mirrors GlintBA30 ft.ADV
5e - Assisted Roll (Maneuver) (Legacy)2Mirrors GlintRMeleeMovement
5e - Knockdown Assault (Maneuver) (Legacy)1Mirrors GlintAttMeleeDEXProne
5e - Leading Throw (Maneuver) (Legacy)1Mirrors GlintRMeleeDEXMovement
5e - Off-Balancing Strikes (Maneuver) (Legacy)2Mirrors GlintBAMeleeAttackImpaired, Slowed, DISADV
5e - Take Weapon (Maneuver) (Legacy)2Mirrors GlintRMeleeDEXDisarm
5e - Warning Strike (Maneuver) (Legacy)1Mirrors GlintRMeleeAttackMovement
5e - Wary Stance (Maneuver) (Legacy)1Mirrors GlintBA - StanceSelfSocial
Showing 4 of 4 entries
NameDegreeTraditionTimeRange-AreaSave-AttEffect
5e - Knockdown Assault (Maneuver) (Legacy)1Mirrors GlintAttMeleeDEXProne
5e - Leading Throw (Maneuver) (Legacy)1Mirrors GlintRMeleeDEXMovement
5e - Warning Strike (Maneuver) (Legacy)1Mirrors GlintRMeleeAttackMovement
5e - Wary Stance (Maneuver) (Legacy)1Mirrors GlintBA - StanceSelfSocial
Showing 4 of 4 entries
NameDegreeTraditionTimeRange-AreaSave-AttEffect
5e - Agile Feint (Maneuver) (Legacy)2Mirrors GlintBA30 ft.ADV
5e - Assisted Roll (Maneuver) (Legacy)2Mirrors GlintRMeleeMovement
5e - Off-Balancing Strikes (Maneuver) (Legacy)2Mirrors GlintBAMeleeAttackImpaired, Slowed, DISADV
5e - Take Weapon (Maneuver) (Legacy)2Mirrors GlintRMeleeDEXDisarm
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Showing 7 of 7 entries
NameDegreeTraditionTimeRange-AreaSave-AttEffect
5e - Charge (Maneuver) (Legacy)1Rapid CurrentASelfMeleeMovement
5e - Eye Slash (Maneuver) (Legacy)1Rapid CurrentAttMeleeCONBlinded
5e - Parrying Counter (Maneuver) (Legacy)2Rapid CurrentRSelfAC
5e - Rapid Drink (Maneuver) (Legacy)2Rapid CurrentBAMeleeUtility
5e - Rolling Strike (Maneuver) (Legacy)2Rapid CurrentBASelfMeleeMovement
5e - Speed over Strength (Maneuver) (Legacy)1Rapid CurrentRMeleeAttack
5e - Swift Stance (Maneuver) (Legacy)1Rapid CurrentBA - StanceSelfMovement
Showing 4 of 4 entries
NameDegreeTraditionTimeRange-AreaSave-AttEffect
5e - Charge (Maneuver) (Legacy)1Rapid CurrentASelfMeleeMovement
5e - Eye Slash (Maneuver) (Legacy)1Rapid CurrentAttMeleeCONBlinded
5e - Speed over Strength (Maneuver) (Legacy)1Rapid CurrentRMeleeAttack
5e - Swift Stance (Maneuver) (Legacy)1Rapid CurrentBA - StanceSelfMovement
Showing 3 of 3 entries
NameDegreeTraditionTimeRange-AreaSave-AttEffect
5e - Parrying Counter (Maneuver) (Legacy)2Rapid CurrentRSelfAC
5e - Rapid Drink (Maneuver) (Legacy)2Rapid CurrentBAMeleeUtility
5e - Rolling Strike (Maneuver) (Legacy)2Rapid CurrentBASelfMeleeMovement
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Showing 7 of 7 entries
NameDegreeTraditionTimeRange-AreaSave-AttEffect
5e - Dangerous Strikes (Maneuver)1Razors EdgeAWeaponAttackCritical
5e - Exploit Footing (Maneuver) (Legacy)1Razors EdgeRMeleeDEXProne
5e - Iron Will (Maneuver) (Legacy)1Razors EdgeRSelfADV
5e - Perceptive Stance (Maneuver) (Legacy)1Razors EdgeBA - StanceSelfUtility
5e - Practiced Roll (Maneuver) (Legacy)2Razors EdgeBASelfMovement
5e - Twist the Blade (Maneuver) (Legacy)2Razors EdgeRMeleeCritical
5e - Use the Pain (Maneuver) (Legacy)2Razors EdgeRMelee
Showing 4 of 4 entries
NameDegreeTraditionTimeRange-AreaSave-AttEffect
5e - Dangerous Strikes (Maneuver)1Razors EdgeAWeaponAttackCritical
5e - Exploit Footing (Maneuver) (Legacy)1Razors EdgeRMeleeDEXProne
5e - Iron Will (Maneuver) (Legacy)1Razors EdgeRSelfADV
5e - Perceptive Stance (Maneuver) (Legacy)1Razors EdgeBA - StanceSelfUtility
Showing 3 of 3 entries
NameDegreeTraditionTimeRange-AreaSave-AttEffect
5e - Practiced Roll (Maneuver) (Legacy)2Razors EdgeBASelfMovement
5e - Twist the Blade (Maneuver) (Legacy)2Razors EdgeRMeleeCritical
5e - Use the Pain (Maneuver) (Legacy)2Razors EdgeRMelee
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Level 2: Action Surge

You can push yourself past your limits, if only for a moment. On your turn, you can take one additional Action, except the ⚔️Magic Action.

Once you do so, you must finish a short or long rest before you can use this feature again.

When you reach 15th level, you can use this feature twice between each short or long rest, but only once per turn.

Level 2: Soldiering Knacks

Over the course of your training and adventures you have picked up a variety of skills and tricks to help you make your way. At 2nd level you gain a soldiering knack of your choice. The Knacks Known column of the Fighter table shows when you learn more fighter soldiering knacks.

Level 2: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 3: 🦸‍♀️(Legacy) 5e - Fighter🦸‍♀️ Subclass

You choose one 🦸‍♀️(Legacy) 5e - Fighter🦸‍♀️ Subclass, which represents you best.

Your 🦸‍♀️(Legacy) 5e - Fighter🦸‍♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

SubclassDescription
(Legacy) 5e - BladeseerFighters always strive to be two steps ahead of their opponents, studying their techniques, predicting their moves, and outmaneuvering them by precision and skill. The bladeseer takes this approach one step further, using their weapon as a focus to manipulate fate and see beyond normal means.
(Legacy) 5e - CavalierOften raised at court or in the upper circles of the nobility, the archetypal Cavalier is a chivalric warrior of the highest order. They excel at mounted combat and wander the world in search of adventure and opportunities for heroism.
(Legacy) 5e - Charging ShieldThough primarily an armament for defense, in the hands of a properly trained combatant a shield can become a powerful weapon. Charging Shield warriors are thus terrifying to behold in battle, battering away the blows of their foes while surging through combat to deliver shattering strikes at the edge of their chosen tool of war.
(Legacy) 5e - CrusaderMany warriors swear Oaths to gods of battle and war, but not all are blessed with the divine power of paladins or clerics. Those who fight for the gods without their explicit blessing are known as Crusaders.
(Legacy) 5e - DuelistDueling is about reading an opponent, getting into their head and knowing what they’ll do before they do. A duelist moves with grace and style, attacks with finesse and biting wit, and lives a life of flamboyance and honor.
(Legacy) 5e - DungoneerA dungeoneer is at home in underground lairs, winding caves, and labyrinthian passages. They have adapted to the harsh conditions of dungeon environments and turned them to their advantage.
(Legacy) 5e - Echo KnightA mysterious and feared frontline warrior, the Echo Knight has mastered the art of using magic powers to summon the fading shades of unrealized timelines to aid them in battle.
(Legacy) 5e - GladiatorGladiators are athletes of bloodsports and performers to mass applause—more than simple warriors, they’re entertainers with a dramatic flair who have survived and triumphed where countless others have failed. Gladiator fighters are champions, feared or beloved but always respected.
(Legacy) 5e - HoundmasterWhether on a lonely hunt in the deep forest or blazing a path through the battlefield, the image of a rugged figure moving as one with their faithful hound is an iconic one.
(Legacy) 5e - MarksmanWhile all fighters learn to draw a bow or hurl a javelin, those who train as Marksmen dedicate themselves to mastering ranged weapons of all types. Often, their deadly skills are backed up with an unmistakable swagger and unshakable confidence.
(Legacy) 5e - Master at ArmsWhile most fighters master one specific martial discipline, a Master at Arms is the rare warrior who is able to truly master multiple styles of combat. Whether through grit, dedication, or extraordinary skill, these elite fighters learn all they can about the theory of combat.
(Legacy) 5e - MilitaristAs comfortable in a war council as they are on the front lines, militarists are always looking for ways to exploit the weaknesses of their enemies.
(Legacy) 5e - Rune KnightIn the times of ancient, humans made pacts with giants and learned their powerful Rune magic. Traces of this ancient magic can still be found in the wild and remote places of the world, and Fighters who learn to use the power of Runes to augment combat ability become known as Rune Knights.

Level 4: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 5: Extra Attack

You can attack twice, instead of once, when you take the ⚔️Attack-Action on your turn.

Level 5: Maneuver Specialization

As you experience combat and perfect your techniques they get easier for you to perform and more difficult for your foes to overcome. At levels shown in the Fighter table you may choose to master a combat maneuver you know. You cannot master the same maneuver more than once in this way.

  • The exertion point cost of mastered maneuvers is reduced by 1 (minimum 1).
  • Your Maneuver Save DC for mastered maneuvers increases by 1.
  • Any attack you make as part of a mastered maneuver (including triggering attacks) deals 2 additional damage.

Level 5: Reserves

Your stamina increases, allowing you to engage foes longer without tiring. Your exertion pool increases by an amount equal to your Proficiency Bonus.

Level 6: 🦸‍♀️(Legacy) 5e - Fighter🦸‍♀️ Subclass

Your 🦸‍♀️(Legacy) 5e - Fighter🦸‍♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

Level 7: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 8: Martial Lore

Your knowledge of martial lore deepens. Choose one of the following options:

Military Traditions

You’ve familiarized yourself with wars long past and military protocols of the present. You gain an expertise die on INT checks made to recall lore or gather information regarding warfare or military action. In addition, you gain an expertise die on CHA checks made to influence soldiers, guards, or other organized martial forces.

Size Up

Your combat experience against a wide variety of foes has given you a good eye for evaluating threats. You can use a Bonus Action to determine the CR of a creature you can see within 200 feet, and that creature’s Maneuver DC.

Weapon Lore

You gain an expertise die on INT checks made to recall lore or gather information about weapons, armor, and other martial equipment. In addition, you can use an Action to investigate the magical properties of such an item by handling it, such as swinging a sword or hefting a shield. You learn its properties, how to use them, whether it requires attunement, and how many charges it has. You also learn if the item has any sentience or bears a curse, though you only learn if it is sentient or cursed (not the nature of that sentience or curse).

Level 8: Inflexible

Your Body and Mind are sturdy. Whenever you fail a Save, you can choose to reroll that Save.

You can use this Feature once and must finish a Long Rest, before you can use it again.

Level 9: 🦸‍♀️(Legacy) 5e - Fighter🦸‍♀️ Subclass

Your 🦸‍♀️(Legacy) 5e - Fighter🦸‍♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

Level 10: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 11: Second Extra Attack

You can attack three times, instead of twice, when you take the ⚔️Attack-Action on your turn..

Level 11: Studied Attacks

You masterfully study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have ADV on your next attack roll against that creature before the end of your next turn.

Level 12: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 13: 🦸‍♀️(Legacy) 5e - Fighter🦸‍♀️ Subclass

Your 🦸‍♀️(Legacy) 5e - Fighter🦸‍♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

Level 14: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 15: Unrelenting

Your Body and Mind are unbreakable. Whenever you use your Inflexible Feature, you gain a bonus to the roll equal to your Fighter Level. Also you can use the feature twice between long rests.

Level 16: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 17: 🦸‍♀️(Legacy) 5e - Fighter🦸‍♀️ Subclass

Your 🦸‍♀️(Legacy) 5e - Fighter🦸‍♀️ Subclass grants you features at 3rd, 6th, 9th, 13th, and again at 17th level.

Level 18: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Level 19: Warmaster

You have become an undisputed master of battle. You gain the following benefits:

Third Extra Attack

You can attack four times, instead of thrice, when you take the ⚔️Attack-Action on your turn.

Master of Combat

You master every maneuver you know and any future maneuvers you learn as per Maneuver Specialization. Additionally, choose one maneuver of 3rd degree or less that you know. You are able to use the chosen maneuver without expending any exertion points.

Indomitable

You can use your Inflexible feature thrice between Long Rests, before you can use it again. Also when using it you can choose to succeed on the saving throw, instead of rolling the saving throw again.

Level 20: Epic Boon

You gain one Epic Boon feat of your choice, for which you qualify.

Level 20: Feat

As long as you are not multiclassed, you gain one 🥇Feat of your choice, for which you qualify. View “General Character Table” to see if you qualify for a feat at this level.

Inspiration/Quelle

Inspiration/Quelle

Class Artwork: Nèstor Ossandón Leal; Class Artwork Monk D&D5e 2024 Player’s Handbook