Revised Fighter: DND 5e

by SumtimesImFunny

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Revised Fighter

The Fighter

The Fighter is the quintessential martial class in DND. Although thoroughly beloved by some in the community, the Fighter has the least assuming power crawl and kit out of all the classes. The general excuse given for this is that "Fighters are supposed to be easy to pick up and play", but I disagree, a class can be simple, fun, and easy to learn while also having a decent kit and power crawl. This is my humble attempt at THAT Fighter.

The Fighter Table

Level PB Features Battle Moves Known
1 +2 Battle Moves, Weapon Training 3
2 Action Surge 3
3 Fighting Style 4
4 Ability Score Improvement, Martial Versatility (Optional) 4
5 +3 Extra Attack 4
6 Ability Score Improvement, Martial Versatility (Optional) 5
7 Fighting Style Feature, Weapon Adept 5
8 Ability Score Improvement, Martial Versatility (Optional) 5
9 +4 Legendary 6
10 Fighting Style Feature 6
11 Skill Versatility 6
12 Ability Score Improvement, Martial Versatility (Optional) 7
13 +5 Weapon Mastery 7
14 Ability Score Improvement, Martial Versatility (Optional) 7
15 Fighting Style Feature 8
16 Ability Score Improvement, Martial Versatility (Optional) 8
17 +6 Expert Versatility 8
18 Fighting Style Feature 9
19 Ability Score Improvement, Martial Versatility (Optional) 9
20 Bolstered Ability 9

Class Details

Hit Points

Hit Dice: 1d10 per Fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Fighter level after 1st

Proficiencies

Armor: All Armor, Shields
Weapons: Simple weapons, Martial Weapons
Saving Throws: Strength and Constitution
Skills: Choose any 3 skills

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather, longbow, and 20 arrows

  • (a) a martial weapon and a shield or (b) two martial weapons

  • (a) a light crossbow and 20 bolts or (b) two handaxes

  • (a) a dungeoneer's pack or (b) an explorer's pack

Class Features

Battle Moves

Starting at 1st level, your knowledge of warfare and combat manifest in the battlefield as Battle Moves. You know 3 Battle Moves from the Battle Moves Table (Appendix A). To power these, you gain a pool of Action Points equal to your fighter level + your Constitution Modifier. Certain Battle Moves consume more than one Action Point. You learn additional Battle Moves as you gain levels in this class. You regain all your expended Action Points at the end of a short rest.

  • Battle Move Save DC: 8 + your PB + your STR or DEX Modifier (depending on which ability you used to make the required attack roll)

Weapon Training

Also at 1st level, you have honed your skills with a particular set of weapons. Choose a weapon type from the following: Piercing Weapons, Bladed Weapons, Blunt Weapons, Light Weapons, Heavy Weapons, Polearms, or Ranged Weapons. You gain a +1 bonus to attack and damage rolls with that type of weapon, and unlock unique Mastery Properties with them (Appendix B).

  • Weapon Property Save DC: 8 + your PB + your STR or DEX Modifier (depending on which ability you used to make the required attack roll)

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. You can use it twice before a rest at 9th level, and three times at 17th level, but only once on the same turn.

Fighting Style

Starting at 3rd level, you specialize in one type of fighting, acquiring its unique skills and knowledge to perfect yourself. This Fighting Style grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

  • NOTE: You can still use any Martial Archetype of your choice with the Revised Fighter.

Ability Score Improvement

Starting at 4th level, and again at 6th, 8th, 12th, 14th, 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.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace one of your weapon types from the Weapon Training, Weapon Adept, or Weapon Master Features with a different weapon type
  • Replace one Battle Move for another, provided you meet the prerequisites

Extra Attack

Starting at 5th level, you can attack twice, not just once, when you take the Attack action on your turn. You gain additional attacks at 11th level and 17th level.

Weapon Adept

Starting at 7th level, you gain Weapon Training with a second weapon type. Additionally, you become an Adept with a weapon type you have Weapon Training with. Weapon Adept grants you a +2 to attack and damage rolls with weapons from the chosen weapon type. You also can change the default property of that weapon type with another from the weapon type's list (Appendix B). You can switch out these Mastery Properties after every Long Rest.

You can also forgo this and instead gain Weapon Training with 2 new weapon types.

Legendary

Starting at 9th level, you can add your Constitution Modifier to all Saving Throws you are not proficient in. Additionally, once per Short Rest when you fail a Saving Throw, you can choose to succeed instead.

Skill Versatility

Starting at 11th level, when you finish a long rest, you can give yourself a proficiency in any skill of your choice. You can swap to a different skill every time you finish a long rest.

Weapon Mastery

Starting at 13th level, you gain Weapon Adept with a second weapon type and Weapon Training with a third weapon type. Additionally, you become a Master with a weapon type you have Weapon Training and Weapon Adept with. Weapon Master grants you a +3 to attack and damage roll with weapons from the chosen weapon type. Additionally, you can choose 2 Mastery Properties that are compatible with that weapon type and use have both of them active at once. You can do this at the end of every Long Rest.

You can also forgo this and instead gain Weapon Adept with 2 new weapon types.

Expert Versatility

Starting at 17th level, when you finish a long rest, you can give yourself a proficiency in any 2 skills of your choice and Expertise on any Fighter Class skill you are already proficient in. You can swap to different skills and a different Expertise every time you finish a long rest.

Bolstered Ability

At 20th level, all your Ability Scores increase by 2, and they can be increased up to 22. You also gain proficiency in 2 Saving Throws of your choice.

Fighting Styles

Spellblade

Magic and steel are not so different. In your hands, the mysteries of the arcane are just another weapon to you. You work day and night to learn how to wield them masterfully.

Magical Origin

When you choose this Fighting Style at 3rd level, you gain access to Spellcasting. You can choose from a variety of origins from the Magical Origins Table, each determining your spellcasting ability, your available spell list, and unlock a origin-specific Battle Move. Choose from the following:

Magical Origins
Origin Spellcasting Ability Spell List Battle Move
Bardic Charisma Bard Inspirational Call
Faithful Wisdom Cleric Vigorous Heal
Oathbound Charisma Paladin Smiting Strike
Druidic Wisdom Druid Beast Strength
Primal Wisdom Ranger Premeval Skills
Sorcerous Charisma Sorcerer Sorcerous Burst
Academic Intelligence Wizard Bladesong

Spellcasting

Spell Slots:

The Spell Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability:

Your Magical Origin determines your spellcasting ability for the appropriate spell list.

  • Save DC = 8 + your PB + your spellcasting ability modifier

  • Attack modifier = your PB + your spellcasting ability modifier

Spell Warrior

Starting at 7th level, when you cast a Spell or a Cantrip that has a Casting Time of 1 Action, you can make a single Weapon attack as a bonus action. Additionally, You making ranged spell attacks while within 5 ft. of the target doesn't impose Disadvantage. They also ignore all but full cover.

Arcane Surge

Starting at 10th level, you can expend a charge of Action Surge to upcast any spell up to the highest level you know.

Unbreaking Will

Starting at 15th level, when you roll a Constitution Saving Throw to maintain concentration on a spell, you roll with Advantage. Additionally, if you still fail the Saving Throw, you can use you a charge of Action Surge to automatically succeed on the Saving Throw.

Superior Spell Warrior

Starting at 18th level, when you cast a Spell or a Cantrip that has a Casting Time of 1 Action, you can cast a Cantrip as a bonus action.

Spell Table
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3 3 3 2 - - -
4 3 4 3 - - -
5 3 4 3 - - -
6 3 4 3 - - -
7 3 5 4 2 - -
8 3 6 4 2 - -
9 3 6 4 2 - -
10 4 7 4 3 - -
11 4 8 4 3 - -
12 4 8 4 3 - -
13 4 9 4 3 2 -
14 4 10 4 3 2 -
15 4 10 4 3 2 -
16 4 11 4 3 3 -
17 4 11 4 3 3 -
18 4 11 4 3 3 -
19 4 12 4 3 3 1
20 4 13 4 3 3 1

Battle Moves

  • Inspirational Call: Whenever you see an ally roll an ability check, saving throw, attack roll, or damage roll, you can use your reaction to spend 3 Action Points to add 1d10 to their roll. You can choose to do this after the dice is rolled, but before the effect of the roll takes place.
  • Vigorous Heal: Whenever you cast a healing spell of 1st level or higher, you can spend a number of Action Points equal to the spells level to reroll a number of dice equal to your Wisdom Modifier.
  • Smiting Strike: When you hit a creature with a weapon attack or an unarmed strike, you can spend 4 Action Points to deal an additional 2d8 Radiant damage. If you are targeting an undead or fiend, the damage increases to 3d8.
  • Beast Strength: You can spend 3 Action Points to use the Enhance Ability spell without any verbal, somatic, or material components. When cast this way, you do not need to maintain Concentration on the spell.
  • Primeval Skills: You gain the Hunter's Mark spell. It doesn't count towards your total spells known and you always have it prepared. When you cast this spell on a creature, you can use your reaction to spend 2 Action Points to give them disadvantage on their next saving throw against the next ranger spell you cast on it.
  • Sorcerous Burst: When casting a cantrip as an Action, you can spend 2 Action Points to make the damage dice explode. If the dice lands on the highest number, you get to reroll it and add the new roll to the damage total.
  • Bladesong: As a bonus action on your turn, you can spend 5 Action Points to go into a Bladesong (as per the Bladesong Wizard subclass).

Primeval Warrior

Traveling the world, you've seen a great many things. The knowledge of the natural world and its inhabitants it unrivaled, and is proving to be your greatest weapon.

Primeval Knowledge

When you choose this Fighting Style at 3rd level, you gain the Favored Enemy and Natural Explorer Features from the Ranger Table. You gain additional favored enemies and favored terrains as you level up according to the features' descriptions.

Hunter's Mark

Also at 3rd level, you can spend 1 Action Point to cast Hunter's Mark at 1st level. Casting it like this does not require Concentration, but you can only target one creature at a time and must recast it if the marked target is reduced to 0 Hit Points.

Pack Tactics

Starting at 7th level, your observing of fauna during combat has allowed you to fight like them. When attacking a creature with a melee weapon attack that is adjacent to a non-incapacitated ally, you attack with Advantage. Additionally, you can use your reaction to spend 1 Action Point to give an ally Advantage on all their melee weapon attacks against any creature you are adjacent to.

Strider

Starting at 10th level, you cannot be slowed down by non-magical difficult terrain. Additionally, when you cast Hunter's Mark on a target using Action Points, their speed is halved.

True Hunter

Starting at 15th level, you can cast Hunter's Mark using Action Points on as many targets as you want simultaneously. You can even do it as a single action, spending 2 Action Points for every additional target after 1.

One with the Wild

Starting at 18th level, you make all skill and tool checks at Advantage when in a favored terrain. Additionally, you make all attacks at Advantage when attacking favored enemies.

War Counselor

You have seen war and studied it closely. No one seems to spot the little details like you. A battlefield is like a dragonchess board, you have to learn to be ahead 7 steps.

Art of War

When you choose this Fighting Style at 3rd level, you gain proficiency in History. If you are already proficient, you gain Expertise. You also gain proficiency with the dragonchess gaming set and learn two additional languages.

Tactical Genius

Also at 3rd level, you can make take the Help action as a bonus action. Additionally, when you take the Help action, its range is 30 feet instead of 5 feet.

Pinpoint Accuracy

Starting at 7th level, when you or an ally within 60 feet lands a weapon attack against a creature they had Advantage against, you can use your reaction to spend up to 6 Action Points to make that attack into a Sneak Attack, dealing additional damage equal to 1d6 per Action Point spent.

Insightful Fighting

Starting at 10th level, you can use your action to study a hostile creature within 30 feet of you. You must roll an Insight check contested by the target's Deception. If you roll higher, then you gain Advantage on all weapon attacks against it for the next minute.

Fool Me Once

Starting at 15th level, when you take damage from a direct attack (not an area effect), you can use your reaction to spend 3 Action Points to raise your AC up to the successful attack roll made against you until the end of your next turn.

Impenetrable Mind

Starting at 18th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Deception check contested by the mind reader's Insight check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

Shadow

You've stuck to the shadows enough that it feels like a second home to you. The power you draw from it strengthens you in battle, leaving your enemies none the wiser.

Silent Step

When you choose this Fighting Style at 3rd level, you gain proficiency in Stealth. If you are already proficient, you gain Expertise.

Sneak Attack

Also at 3rd level, once per turn, when you make any weapon attack at Advantage, you can turn that attack into a Sneak Attack, dealing damage equal to 1d6 times 1/3 of your Fighter level (rounded down).

Meld into Shadow

Finally at 3rd level, as a bonus action, you can spend 1 Action Point to take the Hide action. When you successfully hide from an enemy, your next attack is at Advantage.

Alertness

Starting at 7th level, you cannot be surprised by non-magical means and you can add your proficiency bonus to your Initiative rolls.

Opportunistic

Starting at 10th level, if you didn't land a Sneak Attack on your turn and use your reaction to make an attack before the start of your next turn, that attack is at Advantage and counts as a Sneak Attack.

Advantageous Strikes

Starting at 15th level, after you land a Sneak Attack during your Attack action, you can spend up to 6 Action Points to give yourself Sneak Attack again on another attack on your current turn. The second Sneak Attack equals 1d6 per Action Point spent. The conditions for Sneak Attack are the same and must be met for the additional damage to take effect. You can use this Battle Move once on each of your turns, and can only increase your Sneak Attack damage up to the current maximum your Fighter level allows.

Shrouded Defense

Starting at 18th level, while you are not incapacitated, no attack against you is done at Advantage. Additionally, you can use your reaction to reduce all non-magical damage done to you between the end of your last turn and the start of your next turn by half. Finally, no creature can successfully hide from you if they are within 60 feet of you and aren't invisible.

Ferocious Combatant

Your time spend at war had made you bitter and angry, constantly lashing out at others. You learned how to control yourself, only letting out the anger when it suits you, granting you incredible strength and resistance.

Menacing Presence

When you choose this Fighting Style at 3rd level, you gain proficiency in Intimidation. If you are already proficient, you gain Expertise.

Battle Rage

Also at 3rd level, you can spend 3 Action Points to enter a Rage for one minute, granting you resistance to all non-magical physical damage and +2 to all damage rolls. You can end the Rage at any point as a free action.

Focused Mind

Starting at 7th level, when in a Battle Rage and are forced to roll a Saving Throw against the frightened or charmed conditions, you can spend 1 Action Point to give yourself Advantage on the Saving Throw. When outside of Battle Rage, you must spend 3 Action Points for the same effect.

Critical Rager

Starting at 10th level, while in a Battle Rage, when you score a critical hit, you roll an additional weapon damage die when determining the extra damage for a critical hit.

Brutalizer

Starting at 15th level, while in a Battle Rage, each consecutive hit on a single target will add +1 to your damage rolls. This resets at the end of each of your turns or if you target a different creature with your attacks.

Undying Strength

Starting at 18th level, while in a Battle Rage, when you take damage that would take you down to or below 0 Hit Points, you can instead fall to 1 Hit Point and gain immunity to all damage until the end of your next turn. After that, you fall unconscious and must start rolling Death Saving Throws. Additionally, when rolling Death Saving Throws, you can spend 2 Action Points to roll them at Advantage. You can only use this feature once per long rest.

Martial Artist

Your training put you in front of the doors to a monastery, where you picked up a thing or two. Your fists are now as solid as steel, and possibly twice as deadly.

New Battle Moves

When you choose this Fighting Style at 3rd level, you gain the following Battle Moves. They do not count towards your total Battle Moves known:

  • Flurry of Blows: After taking the Attack action on your turn, you can make an Unarmed Strike as a bonus action by expending 1 Action Point
  • Step of the Wind: You can expend one Action Point to take the Dash or Disengage action as a bonus action
  • Patient Defense: You can expend one Action Point to take the Dodge action as a bonus action

Martial Artist

Also at 3rd level, your natural strength shows itself. When not wearing armor, your AC equals 10 + your DEX + your CON. Also, your Unarmed Strikes deal Bludgeoning damage equal to 1d6 + STR or DEX (your choice). Finally, your movement speed is increased by 10 feet.

Deflection

Starting at 7th level, when you are hit with a ranged weapon attack, you can use your reaction to lower the damage by your current weapons damage die + your DEX Modifier + your Fighter level. If you reduce the damage to zero, you can redirect the projectile towards another enemy within 30 feet of you using the same reaction. You must make an attack roll using your DEX Modifier. You are always proficient with this attack.

Pure Body, Mind, and Soul

Starting at 10th level, you are immune to disease and poison, and roll Saving Throws made against fear and charm with Advantage. Finally, as an action, you can spend 1 Action Point to remove the Frightened or Charmed conditions on yourself or another ally within 5 feet.

Powerful Defense

Starting at 15th level, you mare proficient in all Saving Throws. Additionally, you can roll any Saving Throw at Advantage if you spend an Action Point.

Deadly Palm Strike

Starting at 18th level, you can spend 5 Action Points to make an Unarmed Strike against a creature within reach. Upon hit, the target must make a Constitution Saving Throw or be instantly reduced to zero Hit Points. On a successful save, they take 10d10 Necrotic damage instead. You can use this Battle Move once per rest.

Appendix A: Battle Moves

  • Battle Ready: When making an Initiative Roll, you can spend up to 3 Action Points to add a number of d4's equal to the amount of points spent.
  • Switch: You can spent an Action Point to switch places with any creature of your size or smaller within 5 feet of you.
  • Proximity Strike: When a creature enters your melee range, you can expend an Action Point to make an Attack of Opportunity with your reaction.
  • Commander's Strike: You can spend an Action Point and your reaction to make an ally within 60 feet of you that can see and hear you to make an attack with their weapon.
  • Frightening Presence: After dealing damage to a creature, you can expend 3 Action Points to have the target make a Wisdom Saving throw. On a failed save, the target is Frightened by you for a number of turns equal to your Wisdom Modifier.
  • Enchanting Presence: After dealing damage to a creature, you can expend 3 Action Points to have another creature within 30 feet of the target make a Wisdom Saving throw. On a failed save, the target is Charmed by you for a number of turns equal to your Wisdom Modifier.
  • Disarm: When you hit a creature with a weapon attack, you spend an Action Point to force the target to make a Strength saving throw. On a failed save, it must drop an item it is holding.
  • Distraction: When an ally within 10 feet of you is attacked, you can use an Action Point and your reaction to give the attacking creature disadvantage on their attack rolls.
  • Toughness: When you take damage from a direct attack (not an area effect), you can use an Action Point to have the target roll damage twice and deal the lowest amount.
  • Quick Footed: You can spend an Action Point to use the Dash action as a bonus action.
  • Focused Strikes: You can spend 4 Action Points to give yourself Advantage on all weapon attacks this turn.
  • Grapple: After dealing damage to a creature within 5 feet of you, you can spend an Action Point to immediately grapple them.
  • Lunge: You can spend an Action Point to increase your weapons range to 10 feet. Weapons with the Reach property are unaffected by this.
  • Reposition: You can spend an Action Point to allow you or an ally within 30 feet of you to use their reaction to move a distance up to their speed. All Opportunity Attacks have Disadvantage against the moving target.
  • Shielded Defense: While wielding a shield, you can spend an Action Point and your reaction to increase your AC by 5 until the end of your next turn.
  • Counterattack: After taking damage from an attack, you can use your reaction to spend an Action Point and make a counterattack against the attacker.
  • Flurry: After using your Action to Attack, you can spend an Action Point to make another weapon attack with your bonus action.
  • Shove: After dealing damage to a creature within 5 feet of you, you can spend up to 3 Action Points to push them 10 feet per Action Point spent.
  • Second Wind: As a bonus action on your turn, you can spend 2 Action Points to restore a number of Hit Points equal to 1d10 + your Constitution Modifier.
  • Indomitable: When you are forced to make a Saving Throw, you can spend 2 Action Points to give yourself Advantage on the Saving Throw
  • Intervention: When an adjacent ally you can see and hear is attacked, you can use your reaction to spend an Action Point to increase their AC by 1d8, potentially turning a hit into a miss.
  • Bloodthirsty: After reducing a creature to zero Hit Points, you can spend an Action Point to regain a number of Hit Points equal to 1d10 + your Constitution Modifier.
  • Leg Sweep: After dealing damage to a Large or smaller creature within 5 feet of you, you can spend an Action Point to force them to make a Strength Saving Throw. On a failed save, they fall prone.
  • Inspiring Rest: After you finish a rest, you can spend 3 Action Points to give yourself Heroic Inspiration.
  • Martial Knack: Choose an Ability, whenever you fail an ability check with a skill related to your chosen Ability, you can spend up to 5 Action Points to add 3 per point spent to your roll, potentially changing the outcome. This Battle Move is Repeatable. You must choose a different Ability every time you choose this move.
  • Study: Choose a creature within 30 feet of you that you can see. You can spend an Action Point to learn one of the following details about it: creature type, armor class, total hit points, alignment, one ability score of your choice, or one resistance (if any). For numerical values, the GM can instead choose to give you an approximation or a vague answer such as "high" or "substantial".

Appendix B: Weapon Types and Properties

Piercing Weapons:

  • Includes: Shortswords, Rapiers, Spears, Morningstars, Tridents, and War Picks
  • Default Property: Vex or Flex (Versatile Weapons only)
  • All Mastery Properties: Vex, Flex, Slow, Sap

Bladed Weapons:

  • Includes: Longswords, Scimitars, Handaxes, and Battleaxes
  • Default Property: Sap or Flex (Versatile Weapons only)
  • All Mastery Properties: Push, Flex, Topple, Graze, Vex

Blunt Weapons:

  • Includes: Flails, Light Hammers, Warhammers, Clubs, Greatclubs, Maces, and Quarterstaves
  • Default Property: Push
  • All Mastery Properties: Push, Flex, Graze, Topple

Light Weapons:

  • Includes: Daggers, Shortswords, Scimitars, Sickles, Clubs, Handaxes, and Light Hammers
  • Default Property: Nick
  • All Mastery Properties: Vex, Sap, Slow

Heavy Weapons:

  • Includes: Mauls, Greatswords, and Greataxes
  • Default Property: Cleave
  • All Mastery Properties: Cleave, Graze, Push, Topple

Polearms:

  • Includes: Glaives, Halberds, Lances, and Pikes
  • Default Property: Topple
  • All Mastery Properties: Topple, Push, Graze, Slow

Ranged Weapons:

  • Includes: Bows, Crossbows, Darts, Slings, and Blowguns
  • Default Property: Graze
  • All Mastery Properties: Graze, Slow, Sap, Topple, Vex

Appendix C: Mastery Descriptions

Mastery Property Description
Cleave If you hit a creature with a melee attack, you can make an attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. You can make this extra attack only once per turn.
Flex When you hit a creature with a melee attack, you deal its Versatile damage even if you’re wielding it with one hand.
Graze If your attack misses a creature, they take half damage, unless it is a critical miss (Nat 1).
Nick Once per turn, you gain an additional attack when you take the Attack Action.
Push If you hit a creature, you can push the creature up to 10 feet away from you if it is no more than one size larger than you.
Sap If you hit a creature, that creature has Disadvantage on its next attack roll before the start of your next turn.
Slow If you hit a creature, you can reduce its Speed by 10 feet until the start of your next turn. If you hit the creature more than once, the creature's Speed can't be lowered past its half.
Topple If you hit a creature, you can force the creature to make a Strength Saving Throw. On a failed save, the creature is knocked Prone.
Vex If you hit a creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
 

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