Light Monarch, Variant (5e Class)
Light Monarch[edit]
There was once an Absolute Being called Fury Tyson that created a powerful race, The Monarchs. The Monarchs were creatures of creation and destruction. Due to their natures, they waged war on each other for centuries between the creation and destruction. Eventually, With the destruction of the last Monarch, the shadow and Light Monarchs found out that the Fury Tyson had made the shadow Monarchs and Light Monarchs to fight each other for his own amusement. Angered and filled with grief from the gruesome war, the Shadow monarchs and light monarchs banded together and drove away the Fury Tyson sending him crashing to a remote island. Only one out of the Light was still loyal to the Fury Tyson and tried to protect it against the angered Rulers. Unfortunately despite his effort, he was outnumbered and killed.
While within the Lighty void of life and death this monarch realized that the Fury Tyson had planted a fragment inside of it's most faithful servant, as a contingency for when everything went wrong. A powerful and terrifying power capable of ending everything. True power over Life and Death. Realizing that his faith and sacrifice had been nothing more than a final pawn for the Fury Tyson's game and amusement was too much. With this final betrayal, the monarchs mind shattered and was corrupted; becoming the first Light Monarch. Consumed by the fragment and corrupted, he went out to kill the Monarchs who had betrayed the Fury Tyson. After succeeding, he wandered life for eternity until drawn to a mortal connected to death. Appearing before them he passed his power to a mortal to do with as they saw fit before finally dispersing within death. YOU are that Mortal.
The Power of Life[edit]
Light Monarch are beings that use the power of life gifted to them from a corrupted fragment of power left by the Fury Tyson, a god from the dawn of time that had been betrayed and overthrown by his own creations. With a final act of betrayal the god took his most faithful and corrupted him, twisting him into a instrument of his final act of vengeance and amusement He became the first Light Monarch. The first Monarch didn't know why he remained within existence once his task was completed nor why they have the power to take the souls from the deceased and use their energy to form soldiers that can be stored within Light. Wandering in the eternity of Life, he seeks sought something unknown. Your character may not know the reason why they were chosen to be given the powers of the Monarch, and only with time may some of these answered be gleamed. But caution to those who stare within the abyss, for the when you stare within the abyss something always stares back.
Creating a Light Monarch[edit]
When you are creating a Light Monarch ask yourself why your character why do they want to use the power of the Light? Is it to use the enemy forces against them for revenge? Do they want to see a loved one return? Why would the first Light Monarch give you this power? Were you walking on the edge of death all of your life for a good cause? Did he see you as worthy for your good deeds, maybe he gave it to you to try to fulfill your desires to conquer the world? When making a Light Monarch you are not relying on your soldiers, you are the leader of your soldiers, and your strength and speed defines such.
- Quick Build
You can make a Light Monarch quickly by following these suggestions. First,Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Survivor background. Third, choose a reason why you want the power of life.
Class Features
As a Light Monarch you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Light Monarch level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Light Monarch level after 1st
- Proficiencies
Armor: Light and Medium
Weapons: Martial, Simple Weapons
Tools: none
Saving Throws: Dexterity, Constitution and Wisdom
Skills: Intimidation, Arcana, Religion, Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Pair of short swords or (b) Long Sword or (c) 2 Daggers
- (a) cloak or (b) amulet (non-magical)
- If you are using starting wealth, you have 20 Silver Coins, 10 gold Coins in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Monarch's Touch, Fighting Style |
2nd | +2 | Light Extraction |
3rd | +2 | Light Infiltrator, Animating Light, Extra Attack |
4th | +2 | Ability Score Improvement, Light Weapon |
5th | +3 | Light Inventory |
6th | +3 | Light Exchange, Light Copy |
7th | +3 | Monarch's Aura, Monarch's Domain |
8th | +3 | Ability Score Improvement, Monarch's Domain |
9th | +4 | White Heart, Evolution of the Hunter, |
10th | +4 | Evolutions of the Light, Soul Harvest |
11th | +4 | 'Full Recovery' |
12th | +4 | Ability Score Improvement, Loyalty of the Light, Extra Attack, |
13th | +5 | Naming Light |
14th | +5 | Light Armor |
15th | +5 | Light Infiltrator+, Stealth, |
16th | +5 | Ability Score Improvement |
17th | +6 | Arm the Faithful, Light shape |
18th | +6 | Realm of the Lights of Life, Extra Attack |
19th | +6 | Ability Score Improvement, Monarch's Hallowed Elites, |
20th | +6 | Light Sacrifice |
Monarch's Touch[edit]
As a bonus action, you can summon a spectral hand that appears at a point you can choose within 60 feet of you. You can make the hand interact with an object or attempt to carry something. The maximum weight you can move with this hand is 5lbs multiplied by your wisdom modifier
You can summon additional spectral hands at 5th level and another at 10th and 15th level. You can command all of your spectral hands as a bonus action. Also, at 5th level the range of this effect will extend to 80 feet, and again at 10th level (100 feet) and 15th level (120 feet).
Fighting Style[edit]
You adopt a style of fighting as your specialty. Choose one of the following options.
Archery: You gain a +2 to attack rolls you make with a ranged weapon.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. When a the damage dice Crits, the damage is doubled, also, you do not take penalties from dual-wielding
Light Extraction[edit]
Starting at 2nd level, you can resurrect the Light of fallen creatures and keep them as soldiers to fight under your control. As an action, you can attempt to extract the Light of a creature within 30 feet of you that has been dead for no longer than one week, and that is not a construct, inorganic creature, or undead. Each Soul you extract will become a soldier that you can control. The shape of the summoned creature is the same as when they were alive, but they are covered in a Bright White Light with Light emanating from its body. Their base HP and armor class will be represented in the chart below. The attack of your summon is based on the summons unrestricted attack from when it lived. Your summon has any abilities it had while it lived. your Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
In battle, as an action, you can summon a soldier, unless you have learned skills that say otherwise, each of the soldiers will act at the end of the Monarch's turn following his orders. If they complete his order they will go back to defending the ruler. Upon death, your soldier will return to the sovereign's Light and cannot be summoned again until they take a long rest. Upon resting, their HP will be fully restored.
You can store a number of soldiers equal to your level + Wisdom Modifier within your Light. Once extracted the soul will immediately be stored in your Light, if there is no room you must choose to release a stored soldier into smoke or forfeit the new soul.
- Army General
You choose a specific light soldier to be the most loyal soldier and general of your army. Whenever you gain the Ability Score increase class feature, your Light's abilities also improve. Your Light can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. This Light soldier can no longer be permanently destroyed unless released. If you choose a new General, The old one loses all improvements. As the new general gains them instead. the soldier chosen as general remembers details and information from before his death. They can communicate with you and other living beings using the languages you know, they can also use the languages they knew before dying.
- Soldier Enhancements
Your servants now gain one of three passive abilities:
- Option a: you can deploy three using your action where you could only deploy one previously
- Option b: they gain experience along with you and can level up (see chart below)
- Option c: Soldiers remember details and information from before their death. They can communicate with you regardless of language, your Lights can communicate with other individuals if they is Rank 5 and up.
At level 5 you may choose an additional enhancement for your Light soldiers to gain
- Soldier Levels
after extracting a light soldier roll 1d100(00-99) to decide the level of the Light soldier. If you wish to level up a Light soldier without summoning them to fight you must sacrifice two soldiers per level. The higher level the sacrifice, the more exp the Light gains.
lights of grand marshal level can keep original armor class if it is higher than 13.
1-19=1st, 20-40=2nd, 41-49=3rd, 50-59=4th, 60-68=5th, 69-75=6th, 76-81=7th, 82-86=8th, 87-91=9th, 92-96=10th, 97-100=11th.
Grades | HP | Armor Class |
---|---|---|
1st-Normal | 25% of original | 10 |
2nd-Infantry | 35% of original | 11 |
3rd-Elite | 50% of original | 12 |
4th-Knight | 60% of original | 13 |
5th-Elite Knight | 75% of original | 14 |
6th-Commander | 85% of original | 15 |
7th-Colonel | 100% of original | 16 |
8th-General | 110% of original | 17 |
9th-Major General | 125% of original | 18 |
10th-Marshal | 135% of original | 19 |
11th-Grand Marshal | 150% of original | 20 |
Light Infiltrator[edit]
At level 3 you get the ability to infiltrate and store your soldiers in the Light of other people. As an free action, you can choose a creature within 30 feet of you and infiltrate a single soldier in his Light. The soldier is imperceptible to normal senses and in total cover unless you choose the soldier to leave the Light of the creature or return to you.
As an action you can see what your soldiers see in the perspective of inside other people's Light, during this time, you are deafened and blinded of your own senses. While in the Light of another creature, he still counts in the number of your stored Lights. If the Light is over 5 miles away from you, stay in another creature for over 2 days or is destroyed, the connection is lost and the Light return to your storage. You can communicate with your servants at any distance to discuss plans and you can now allow them to use magic items. Items given to a Light become part of the Light and will remain with them unless you remove them or if they are destroyed while in use by the Light.
Light Infiltrator+ - At level 15, the soldier no longer loses the connection after being 5 miles away and can stay in a creature for at least 30 days.
Animating Lights[edit]
Starting at level 3, using your bonus action you can bring to life the light of a creature you can see within 30 feet. . The target must make a Wisdom saving throw against your spell save DC or your light animates on a malevolent attacker. The light constantly attacks him, granting advantage on all attacks against him. In addition, the light deals an extra 1d6 necrotic damage at the start of each target's turn. At the end of each turn, the target can attempt a Wisdom saving throw against your spell DC to dispel the light and end the effect. If the target dies while its light is linked, it becomes part of the caster's army. If the summoned light is from an ally, the light attacks the nearest enemy in sync with the light's owner. At the 6th 9th and 12th level you gain one more use of this ability
Ability Score Improvement[edit]
When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Light Weapon[edit]
In the 4th level, you light starts to take shape as per your will, you're able to produce 2 different weapons from your light, each having the same dice damage from a normal weapon but dealing necrotic damage to anyone hit by it. You can also imbue a normal weapon with your lights and add 1d8 necrotic damage to the weapon original damage.
Extra Attack[edit]
Starting at 3th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 12th level, and four at 18th level.
Light Inventory[edit]
Beginning at 5th Level, the darkness now makes way for you and provides a safe space for you, whenever you are NOT in combat you can slip into your light and enter a pocket dimension that has an area of 15ft x 15ft, height limit of 20 feet. You can place any item in there that you are holding/touching. You cannot bring another creature with you until level 10, at which point the room expands to 30ft x 30ft, height limit of 20 feet, and you can bring in up to 4 people/creatures (including yourself). While in this room, nobody can cast spells, and only you may rest here.
You can only throw or withdraw items from the inventory if you are in battle. if you want, you can just put the items or remove them from the inventory without having to enter the light dimension.
Light Exchange[edit]
At level 6, as a bonus action, or as a reaction in response to being hit by a weapon attack or magic attack, you can switch places with a light soldier, no matter the distance. You cannot do this if there is an area where the spell is negated, or if for some circumstance the light is impossible to locate because it is destroyed. You can only use this ability once per 12 hour period.
At 16th level, you gain a number of uses equal to your constitution + Proficiency Modifier.
you and a creature that is cuddled with you can swap places with a light, if you want to swap places without taking the creature even cuddled with you.
Light Copy[edit]
At level 6 the caster is able to summon a copy of himself made of lights, this light has half the stats of the monarch, it is friendly to allies and immune to mind control and always acts after the caster. Only one use per day.
Monarch's Aura[edit]
At level 7, you begin to grasp the power of a true monarch. The power flowing in you can be felt for anyone around you. Once per turn you can make a intimidation check, if your enemy fail, they'll fall into a deep fear and will start hallucinate for 1d4 turns.
Monarch's Aura + At the 12th level your aura is more expressive and now it can hurt more than your enemy's mind. You deal 1d8 psychic damage.
Monarch's Domain[edit]
At level 8, rule now as a monarch who has more mastery of your power. You expand your domain, commanding your most powerful soldiers, your soldiers gain 1d4 damage reduction, +1 armor class, and add a 1d6 to your attacks and damage. This feature can only be used after a long rest. At 12th level the damage reduction changes to 2d4, and at 18th level the die changes to 2d8, at 20th level it can be used after a short rest.
Black Heart[edit]
At the 9th level, you have spent so much time dealing with lights/undead and the forces that animate them that you have become partially immune to some of their worst effects. You gain resistance to necrotic and poison damage, and your hit point maximum can't be reduced.
ability:king of the dead. the king of the dead skill is a trait. To activate this trait you must have half the negative points of your life. your character instead of dying for good activates this trait.
Evolution of the Hunter[edit]
At 9th level, you become more powerful the more you and your light soldiers kill or comrades kill. You get the following bonuses below per kill (Only for player, not soldiers.). You must be the one to kill or participate, watching will not count. You now have life-or-death training and access to titles, evolved abilities, and appearances that kill.
You will choose your weapons of destruction. Depending on the weapon chosen, you will get what is shown below. You can choose your second weapon at level 12.
- A Walk with Life
Killing living creatures grants 1 AC per life temporarily for 7 days. Killing 5 creatures in this period grants 1 permanent Natural AC for every 5 killed.
Your strikes are deadly. killing living creatures gives +1 damage to your attacks for 48 hours per kill. killing 3 creatures gives +1 permanent damage per every 3 killed.
- Weapons of Destruction
Choose your weapon of Life. You can get another at level 11 and 15.
- Short Swords
Give additional 1d12 damage on each attack. The short sword damage is x2 to x10+ depending on the opponent's level being above yours if you are by yourself. The damage stacks if vs multiple opponents. It does x2 to x10 max if you have an ally with you (not counting light soldiers). There is no bonus other than the 1d12 if you have 2 or more allies with you. Dual wielding counts as its own attack so it would be 1d12 times whatever for each one. Short swords damage is halved until you reach level 15. Gives you proficiency in athletics, if you have already had proficiency, it becomes expertise.
- Daggers
Give additional 1d8 damage. The dagger damage is x2 to x10+ depending on the opponent's level above yours (you being 10 them being 11 gives you x2, 10-12=x3, etc...). The damage amount won't decrease with up to 4 allies but more than that and the bonus rolls cannot be applied. Daggers do an additional 1d12 if thrown. They cannot be taken out of it hits the target until the target dies, unless the dagger hits a weak spot or you remove it by your self. Dual wielding counts as its own attack so it would be 1d8 per dagger. Daggers have a bonus depending on what the dagger is made out of it can have a chance to do an additional effect to the opponent. Gives you proficiency in stealth, if you have already had proficiency, it becomes expertise. Increases your movement by 20 feet
- Long Swords
Gives an additional 1d20 damage, this goes to 1d12 if you have 3 allies with you, 1d8 for 4 allies, and 1d4 for anything above. Can be dual wielded but its damage is per turn, not attack. Dual wielding lowers the additional damage by 5 if the damage is above that, but gives an extra attack afterward. Using 2 hands to grab the sword allows you to do an additional 1d20 damage, however, ALL opponents now get to act first if they plan to attack you. Gives you proficiency in intimidation, if you have already had proficiency, it becomes expertise. Increases your movement by 10 feet
- Pole weapons
Allow you to attack twice for attack action and deal an additional 1d4 per successful hit and give a choice on each turn, you can either not attack and study 1 opponent to find the spot that would induce the most pain dealing damage equals to your light monarch level, attack once and hide or escape combat if the area allows it. When hiding / escaping the opponents closest to your attack will have to roll perception to see where you went, if the opponent has a very good sight and see you, you will be hidden from everyone except for them. Gives you proficiency in Perception, if you already had proficiency, it becomes expertise. Increasses your movement by 30 feet and you can Dash as a bonus action.
- Great Swords and Clubs
They do not give bonus damage but successful attacks that deal over 5 damage will knock the opponent back 10 feet, if they hit a wall they are stunned for their turn. If they fall after being hit they are stunned for 2 turns. If it does over 10 damage it will also deal damage to other enemies in the range of your swing dealing -2 stacking to each opponent the further they are from the initial target. Great swords do not follow that limitation but lower your movement by 10 feet, clubs to not. gives advantage on initiative.
- Staffs and Spears
They do not give bonus damage but they can disarm any opponent as long as the weapon is not an extension of their body as a bonus action. The opponent would have to roll against it but they have disadvantage. If their roll is successful they can grab your weapon and take it or pull you towards them. Gives +5 to initiative. Allows you to Dash.
- Axes and Hammers
They do not deal bonus damage but can cause opponents to stagger. If the opponent staggers, they lose their turn. If you deal the killing blow to the enemy with an axe you take their total health as damage and get a free attack on the next opponent. If that kills their health gets added so if the first opponent had 50 health and the second had 30 you are now dealing 80 damage to the next person for free. If the opponent is a higher level than you they can roll a save with disadvantage, if successful they take no damage. When killing with the hammer the first attack against any different opponent will stun and they will lose a turn. The more you kill with it, the more turns the opponent you hit gets skipped. If you hit the ground with 20+ damage using the hammer, all opponents in 30 feet are stunned and lose their turn. they have to roll with disadvantage to not be stunned. . Lowers movement by 10 feet, give an additional 10 feet of attack radius.
- Life and Death Training
your body has adapted and strengthened. you can gain one of the following attributes:
- Longevity, All diseases, poisons, and status effects heal slowly, and sleeping will explosively increase regeneration ability. This is different from Full Recovery.
- Eagle Eye, can spot the weak point of 1 target enemy in a fight and hit it with pinpoint accuracy. if successful no one can roll a save against the attack. can only use on another opponent if the first target has been killed or downed.
- Dragon's Fear, any opponent weaker than you will feel true fear if they look at you or are around you. This does not affect those that see you with affectionate eyes, those that are kind are not scared of you but are wary and will be reserved. If you are hidden or disguised they won't know where the source of their fear came from unless they have heightened senses or detection.
You gain another at level 15 and 17.
- Looks that Kill
Your looks cannot be ignored, you are one of the most handsome / beautiful people anyone has ever seen. People are more willing to talk to you and open up to you. People will admire you up close and at a distance. You become the center of attention and the person of their dreams. Those weaker than you will believe anything you say, and you have an advantage on persuasion, performance, deception, and intimidation against anyone stronger than you. Those that are immune to such effects must make rolls with disadvantage and if successful they cannot be affected for 48 hours. Your voice whether talking or singing serenades the ears of those that hear it, and you have an easier time learning 2 other forms of entertainment. This does not work when walking using stealth or disguised as they can no longer see your face or body. Your voice remains the same unless you try to disguise it.
- Titles
Titles are accomplishments, that give bonus's. They are to be created by the DM and given when the player accomplishes it. An example from the source is: " Wolf Slayer," A title given to a hunter experienced in slaying wolves. (40% increased stats against beast-type monsters.) Or: " The One Who Overcame Adversity," A title given to those who overcame adversity heroically. (Your stats increase proportionally to your missing health. 1% stat increase every 1% HP missing.)
Evolutions of the lights[edit]
Beginning at 10th Level, you can change the species of all beast type soldiers to a larger, similarly shaped species at your DM's discretion. This also adds a passive ability to these lights where they can change between their original and upgraded species. (ex: wolf shifts form to become a dire wolf). Now your lights damage count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Soul Harvest[edit]
Starting at 10th level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if you or any light under your control have killed one or more creatures you gain hit points equal to your Wisdom modifier + 1d10.
'Full Recovery'[edit]
Starting at 11th level, once per long rest, you can regain half your health and heal from all conditions as long as you're not incapacitated, but doing so induces 1 level of exhaustion. Along with this, you may recover one limb during a long rest but doing so will have you gain one exhaustion. If a limb is recovered, then you must wait 3 days before another limb can be restored.
Loyalty of the lights[edit]
At level 12, Your Soldiers have devoted themselves to you and they wish to be beside you at all times. Your current storage capacity is doubled. You have also learned how to summon all your army at once as a full action. However, doing so gives you 2 levels of exhaustion. After using this skill you can't use this feature again for 7 days.
Naming light[edit]
Naming something isn't that much in many moments or places. But for your lights, that value loyalty as the most important thing in their life, a name means more connection to its master and therefore, more power. At the 13th level you gain the ability to name your lights. Changing their old selves and turning into something new, the light with a new name change appearance and abilities.
- Pre requisites
To name a light it must have one of the three following requisites:
- Being of the highest level, if the light has achieved its most powerful form it can emerge as stronger than before by receiving a name from its master.
Light Armor[edit]
At 14th level you can concentrate and command the lights around you to generate jet-black armor increasing your Stealth, Initiative, and AC by 2 as an action. You do not need to roll to keep concentration as a result of being hit.
Stealth[edit]
At the 15th level, you may take an action to go into complete invisibility, with your movements being concealed and unheard. You may use this twice per long rest. You may conceal yourself for 2 minutes per charge, or you may consume both stealth charges to boost the concealment to last for 5 minutes.
Arm the Faithful[edit]
At level 17, Your soldier's devotion to you has reached a point where your lights form into magical items. Each soldier at the elite knight level or above is granted one permanent magic item of the DM's discretion that will power up their existing abilities or that will be best suited for their use.
Light shape[edit]
At 17th level, your body is now sustained by lights. Parts of your figure seem to flicker with darkness when you move, and wispy tendrils of shade curl from your form. You gain the following benefits: You no longer need to eat, sleep, or drink. You stop aging and are immune to being aged magically. You are immune to necrotic and poison damage, as well as the poisoned condition. While in dim light your movement speed becomes 45ft. You gain tenacity when your health drops below 30% gain 50% damage resistance.
Realm of the Lights of Life[edit]
At level 18 you may take an action to activate the Monarch's Dominion. This causes the floor within a 120ft radius in a point you choose within 60 feet to become dyed black in lights. The area is treated as magical darkness, in which you and your soldiers can see perfectly in. You and your soldiers will also get your proficiency bonus added to their attack rolls and damage while they stay in the cone extending upward indefinitely. This stacks with their original proficiency. The territory will dissipate after one hour, and cannot be removed with light in anyway, including magical means. This ability can only be used once every 24 hours.
Monarch's Hallowed Elites[edit]
At 19th level you can take a bonus action that makes it so that your soldiers are cloaked in reflective Light armor, making them seem to slip in and out of vision. This gives all enemies disadvantage on perception checks targeting them, as well as disadvantage on attack rolls while they are not constrained. The armor also augments their abilities, giving them advantage on strength and dexterity based checks, including attack rolls. Lastly, this gives all soldiers of General Grade or higher a single use of the spell Counterspell. If the opposing spell is of 4th level or higher, soldiers use your Intelligence Score as the spellcasting ability for the check. Soldiers may expend their use to up cast another Counterspell by 1. This lasts for 3 hours, and after which the Soldiers retreat to your Light until the next short rest. This ability can only be used once every 48 hours
Light Sacrifice[edit]
When you reach 20th level, you can sacrifice your own Light Soldiers to preserve your life. If you are ever reduced to 0 hit points, you can choose to sacrifice one of your Light Soldiers (no action required). If you choose to sacrifice it this way, it ceases to exist and cannot be summoned again. Then, you regain a number of hit points equal to the sacrificed Light Soldier's current hit points before it died. To do so, the Light Soldier must be within 1 mile of you, and must be on the same plane of existence as you. Once used, this feature can't be used again until you finish a long rest.
Multi classing[edit]
Prerequisites. To qualify for multiclassing into the Light Monarch class, you must meet these prerequisites: 14 Wisdom, 15 Dexterity
Proficiencies. When you multiclass into the Light Monarch class, you gain the following proficiencies: Armor: Light and Medium Weapons: Martial, Simple Weapons
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