Shaman - 5e Class

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Shaman

Shaman

Homebrew class for 5e

Shaman

Shamans are the bridge between the mortal world, and the world of spirits. The spirits beyond the sight of more mundane people take many forms - guardian spirits of animals, plants, or natural features; souls of ancestors, or heroic figures of the past; or elemental forces underpinning creation. No matter the form these forces take, shamans share a deeper, more intimate link to them than others.

Dwellers at the Fringe

Shamans can be found in innumerable cultures, across many worlds. Cultures that live on the fringes of so-called civilization, more than others, tend to nurture a shamanistic tradition. In the majority of such cultures, the shaman tends to live even moreso on the fringes, living in relative isolation, where they can practice their spiritual arts and watch over their people, warding them against other supernatural threats.

Their position lends them a status as superstitious reverence and, sometimes, fear and awe. Their tribal brethren respect the power the shaman commands, but are also wary their connections to death and the deceased.

A Unique Perspective

As magic users who spend much of their life actively in communion with otherworldly spirits and entities, shamans can, at times, behave stragely to the sensibilities of others. The concerns and desires of the mortal world and spirit world are often strongly separate, sometimes in conflict, and this puts the shaman in a difficult position between them.

Creating a Shaman

When you create your shaman, consider how they came to be who they are. How did they come to become attuned to the spirit world all around them? Were they chosen and trained to become sensitive to these forces, or was their connection an innate ability?

In tribal society, those called to the life of a shaman are often of any walk of life, prior to their taking the shaman's path, though they are almost always quite young when chosen for the role. Because of this, exposure to ethereal spirits very often so early in their development can change the shaman's perspective on the very nature of life, death, and their place in society. Consider what your perspective on your culture and other cultures might be, in this context.

Quick Build

You can make a shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Uthgardt Tribe Member background.

Shaman
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, ritual casting, spiritual bond, spirit boon 3 2 2
2nd +2 Shamanic rite, rite feature 3 3 3
3rd +2 3 4 4 2
4th +2 Ability score improvement 4 5 4 3
5th +3 Spirit boon 4 6 4 3 2
6th +3 Rite feature 4 7 4 3 3
7th +3 4 8 4 3 3 1
8th +3 Ability score improvement 4 9 4 3 3 2
9th +4 Otherworldly knowledge, spirit boon 4 10 4 3 3 3 1
10th +4 Rite feature 5 11 4 3 3 3 2
11th +4 5 12 4 3 3 3 2 1
12th +4 Ability score improvement 5 12 4 3 3 3 2 1
13th +5 5 13 4 3 3 3 2 1 1
14th +5 Spirit boon 5 13 4 3 3 3 2 1 1
15th +5 5 14 4 3 3 3 2 1 1 1
16th +5 Ability score improvement 5 14 4 3 3 3 2 1 1 1
17th +6 Rite feature 5 15 4 3 3 3 2 1 1 1 1
18th +6 Spirit boon 5 15 4 3 3 3 3 1 1 1 1
19th +6 Ability score improvement 5 15 4 3 3 3 3 2 1 1 1
20th +6 Ghostwalker 5 15 4 3 3 3 3 2 2 1 1

Class Features

As a shaman, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per shaman level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shaman level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Choose one of: leatherworker's tools, weaver's tools, or a musical instrument of your choice.

  • Saving Throws: Charisma, Wisdom
  • Skills: Choose two from acrobatics, animal handling, arcana, insight, medicine, nature, religion, stealth

Equipment

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

  • (a) a shortbow and 20 arrows or (b) any simple weapon
  • (a) a quarterstaff or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Leather armor and a dagger

Spellcasting

As a conduit for the powers of the spiritual world, you can cast shaman spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the shaman spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the shaman spell list.

The Spells Known column of the Shaman table shows when you learn more shaman spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your shaman spells. Your magic comes from your inherent bond with the spirit world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

You can cast a shaman spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your shaman spells.

Spiritual Bond

At 1st level, you learn the Find Familiar spell. You may cast this spell as a ritual once for free and regain the use of this ability at the end of a long rest. As a shaman, Find Familiar only takes you 10 minutes to cast, rather than 1 hour. You can dismiss and summon your familiar from it's pocket dimension as a bonus action, rather than an action.

Spirit Boons

At 1st level, when you gain your familiar, and again at 5th, 9th, 13th, and 18th levels, you choose a Spirit Boon that you meet the requirements of. Additionally, when you gain a level in this class, you can choose one of the boons you know and replace it with another boon that you could learn at that level.

A level prerequisite in a boon refers to shaman level, not character level.

Shamanic Rite

At 2nd level, you have undergone a rite, a spiritual ritual, to bring out your magical abilities. Choose from the Rite of the Ancestors, Rite of the Warden, or Rite of the Elements.



Greater Familiar

Medium beast, unaligned


  • Armor Class 10 + its Dexterity modifier + your Wisdom modifier.
  • Hit Points (2 + your Wisdom modifier) + 5 times your Shaman level (the familiar has a number of Hit Dice [d8s] equal to your Shaman level)
  • Speed 30ft.
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 6 (-2)

  • Skills Athletics +4 (Proficiency), Perception +2 (Proficiency)
  • Senses passive perception 12
  • Languages Understands summoner’s languages, but cannot speak

Actions

Attack. Natural Weapon: + (familiar's Strength + your Wisdom modifiers) to hit, reach 5ft., one target. Hit 1d6 + familiar's Strength modifier

Choose 1 additional feature from the following list:

Amphibious. Your Companion gains a swimming speed equal to it's movement speed, and the ability to breathe underwater.

Blindsight. Your Companion gains a Blindsight of 10 feet.

Keen Senses. Your companion can add twice their proficiency in the Perception skill.

Pack Tactics. Your Companion has advantage on an Attack roll against a creature if at least one of the your Companion's allies is within 5 feet of the creature and the ally isn't Incapacitated.

Flying. Your Companion's size is Small, and it gains a flying speed equal to its movement speed.

Spiderclimb. Your companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and ignores movement restrictions caused by webbing.

Sneaky. Your companion gains proficiency in the Stealth and Deception skills.

Greater Familiar

Beginning at 3rd level, a familiar that you summon is more robust than others of its kind. You summon a Greater Familiar. Unlike other familiars, your familiar is capable of attacking, if you use your action to command it to - you can use your action to direct its movement and target to attack. It will always take the Dodge action, unless commanded otherwise. If you are reduced to 0 hit points, your familiar will move to your position and use its turn to attack any enemies that approach your body.

The familiar you summon, generally, takes the form of an animal, though it may take a "giant" form of a smaller creature to become a medium creature. It might be a wolf, a hawk, a giant spider, or a jungle cat - you can choose it's form as you see fit, with the approval of your DM. If the familiar dies and is resummoned, you may choose a different form for it to take.

Ability Score Improvement

When you reach 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.

Otherworldly Knowledge

Your spiritual bond allows you access to magical knowledge beyond what you could normally learn. Starting at 9th level, at the end of a long rest, choose a class spell list. You may add a number of spells up to your proficiency bonus from that spell list. The combined total of the spells' levels cannot exceed your shaman level. Your knowledge of these spells ends when you take another long rest.

For instance, a 9th level shaman could learn three 3rd level spells, or one each of 5th, 3rd, and 1st level, or one 5th and one 4th level spell.

Ghostwalker

At 20th level, you become a living bridge between the worlds of mortals and spirits. You can see simultaneously in both the material and ethereal planes, and your attacks and abilities affect those in either plane equally.

As a bonus action, you can shift your being entirely into or back out of the ethereal plane, as though under the effects of the etherealness spell, at will.

Additionally, any time you are reduced to 0 hit points, roll a d20. On a roll of 10 or above, you are instead reduced to 1 hit point and are pushed into the ethereal plane rather than dying.

Spirit Boons

Spirit Sight

Requirements: none


You can cast See Invisibility once without using a spell slot, and regain use of this ability at the end of a long rest. While your familiar is manifested, you can see in normal and magical darkness to a range of 60 feet.

Shared Essence

Requirements: none


Both you and your familiar have advantage on all saving throws, while that familiar is manifested.

Messenger from Beyond

Requirements: Rite of the Ancestors


You can cast Speak with Dead once without using a spell slot, and regain use of this ability at the end of a long rest.

Blessing of the Jaguar

Requirements: Rite of the Warden


While your familiar is manifested, you can shroud your hands in spectral claws or talons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Wisdom modifier, instead of the bludgeoning damage normal for an unarmed strike. These natural weapons can be summoned and dismissed as a free action on your turn.

Breath of the North Wind

Requirements: Rite of the Warden or Rite of the Elements


You may add your Wisdom modifier as cold damage to your cantrips. While your familiar is manifested, both you and your familiar have resistance to cold damage.

Soul of the Elk

Requirements: Rite of the Warden


While your familiar is manifested, your movement speed increases by 10 feet.

Eyes of the Raptor

Requirements: Rite of the Warden


While your familiar is manifested, you have advantage on perception checks.

Ancestral Knowledge

Requirements: Rite of the Ancestors


You gain proficiency in a skill of your choice, or expertise in a skill that you are already proficient in, while your familiar is manifested. Each time you summon your familiar with the find familiar spell you may choose a different skill.

Guidance of the Fallen

Requirements: Rite of the Ancestors, level 5


While your familiar is manifested, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Life Tether

Requirements: level 9


You can cast the Revivify spell once without expending a spell slot, and with no material components. You regain the use of this ability when you complete a long rest.

Gift of Blood

Requirements: none


If your familiar takes damage that would kill it, you can spend a hit die; your familiar drops to 1 hit point instead of dying.

Spectral Guide

Requirements: none


While your familiar is manifested, you can cast Guidance a number of times equal to your proficiency bonus. You regain all uses of this ability at the end of a long rest.

Predator's Instinct

Requirements: 9th level


You may use your bonus action, rather than your action, to command your familiar to attack on its turn.

Keeper of the Veil

Requirements: 9th level


As an action on your turn, you can force a creature summoned with a spell or magic item to make a Charisma saving throw, or be returned to the location it was summoned from. You can use this ability once, and regain use when you complete a short rest.

Spectral Smite

Requirements: 5th level


Once per turn when you hit a creature with a melee weapon attack, you can expend a shaman spell slot to deal an extra 1d6 necrotic damage to the target, plus another 1d6 per level of the spell slot.

Predator's Strike

Requirements: 5th level, Rite of the Warden


Your familiar's damage increases from 1d6 to 1d8.

Stalking Hunter

Requirements: 5th level, Rite of the Warden


While your familiar is manifested, both you and your familiar have advantage on Stealth checks in natural settings.

Shamanic Rites

Rite of the Ancestors

The fate of the tribe is bound inextricably with those who came before. Generations of hunters, farmers, warriors, seers, and mystics all passing their knowledge and experience to those who follow. As a shaman attuned to the ancestors, their knowledge is your knowledge, and your duty to use it for the betterment of your people - in whatever form that takes.

Ancestral Shamans serve as a conduit for the voices of great figures and the wisdom of the long-dead. Not only does this lend them great wisdom, lifetimes of battle experience makes them fearsome warriors.

Expanded Spells

Shaman Spells
Shaman Level Spells
1st Heroism, Longstrider
3rd Warding Bond, Blur
5th Haste, Crusader's Mantle
7th Death Ward, Stoneskin
9th Far Step, Steel Wind Strike

Warrior Spirit

At 2nd level, your bond with ancestral warriors imbues you with greater knowledge of arms and armor. You gain proficiency with martial weapons, medium armor, and shields.

Fighting Style

Starting at 2nd level, 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.

  • Spirit Warrior. You learn two cantrips of your choice from either the cleric or druid spell lists. They count as shaman spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric or druid spell lists.
  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • 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.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Martial Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

Possession

At 6th level, you are able to allow an ancestral spirit to possess your body for 1 minute. You must have a summoned familiar to use this ability, and when you use the possession feature your familiar vanishes as though dismissed. You still gain the benefits of spirit boons that require a manifested familiar. The spirit of the familiar infuses your body, granting you additional abilities. You can end this ability on your turn as a free action, and your familiar reappears as though summoned again.

Choose a skill; while you are possessed you add your Wisdom modifier to any checks with that skill, in addition to any other modifier (including Wisdom) affecting the skill check.

You gain +2 to your AC. When you roll damage from an attack or spell, roll your damage dice twice and take the higher roll.

You may use this ability a number of times equal to your proficiency bonus, and regain all uses at the end of a long rest.

Undying Essence

At 10th level, while possessed by an ancestral spirit through your Possession feature, when you are damaged by a melee or ranged weapon attack, you gain temporary hit points equal to the damage taken.

Ancestral Knowledge

At 10th level, choose two of either History, Religion, Arcana, Nature, Medicine, or Animal Handling. You gain proficiency in those skills. If you are already proficient, your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.

At 17th level, pick an additional skill from the same list.

A Thousand Lives of War

You gain two Superiority Dice, which are d10s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You also learn three maneuvers of your choice from the Battle Master fighter list. When you finish a long rest, you may replace any maneuver you know with another, or a fighting style you know with another.

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is your spell save DC.

While possessed by an ancestral spirit through your Possession feature, you emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Charisma saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Rite of the Elements

Before the gods, before the spirits of trees, and rivers, and animals, there were primordial spirits of the elements. Often indifferent to the struggles of mortals, you have a rare gift to connect with these ancient forces and harness their power. Elemental power is the foundation of creation itself, but is just as easily a force of apocalyptic destruction. The choice of how their power is directed is in your hands - to create or destroy.

Expanded Spells

Shaman Spells
Shaman Level Spells
1st Burning Hands, Ice Knife
3rd Flaming Sphere, Dust Devil
5th Erupting Earth, Sleet Storm
7th Control Water, Storm Sphere
9th Conjure Elemental, Flame Strike

Primal Infusion

When you cast a spell that deals fire, cold, lightning, thunder, or acid damage, you gain resistance to one of those same types of damage of your choice until the start of your next turn.

Elemental Bond

At 3rd level, your familiar takes the form of an elemental - though at a much-diminished scale. In addition to its other abilities, it gains resistance to one element of your choice: fire, cold, thunder, lightning, or acid. Each time you summon your familiar you can choose a different resistance.

Echoes of Primordial Fury

When you cast a spell that targets only one creature and doesn’t have a range of self, you can channel a copy of that spell through your familiar, targeting another creature within range of the spell from your familiar. You can use this ability once, and gain an additional use at 10th and 17th levels, and regain all uses of this spell when you complete a short rest

Empowered Element

When you finish a long rest, choose a damage type from fire, cold, thunder, lightning, or acid. When casting spells using the chosen element you either have advantage on the spell attack roll, or the target has disadvantage on the saving throw, depending on the spell used. As well, any damage dice for spells of the chosen element are increased by one size (ie. a d6 damage die would become a d8)

Cataclysmic Spirit

At 17th level, the spirits of primordial forces of creation suffuse your being. As an action, you can unleash the the ferocity of the raw elements through your body for 1 minute. The area in a 15 foot radius around you becomes difficult terrain, as the ground roils and churns wildly and the wind twists in a furious cyclone with you in the eye. Any creature that enters the area or starts its turn there takes 2d8 magical bludgeoning damage and must make a Constitution save or have its speed reduced by half. To any attackers outside the area, you are considered to have three-quarters cover.

You can use this ability a number of times equal to your Wisdom modifier and regain all uses at the end of a long rest.

Rite of the Warden

The natural world is absolutely filled with spirits. Every natural feature - every grove of trees, river, mountain, or desert oasis - and every animal is guided by a protective spirit. And you are inextricably bound to them, empowered by them and able to direct their energies to here they are needed.

Constant spiritual contact with the natural world is a daunting experience, and more than a few shamans have been driven to madness by the deluge of voices. For those who can withstand the barrage of otherworldly voices demands, their influence can grant the shaman great power to rival the mightiest wizards and clerics.

Some confuse the Warden for druids and, indeed, they do bear striking similarities. However, where the druids commune with divine forces that direct nature's energies, the shaman connects with the multitudes of natural spirits directly.

Expanded Spells

Shaman Spells
Shaman Level Spells
1st Beast Bond, Snare
3rd Animal Messenger, Pass Without Trace
5th Conjure Animals, Speak With Plants
7th Grasping Vine, Summon Woodland Creatures
9th Tree Stride, Awaken

Nature's Warden

You learn the Druidcraft cantrip, and the Druidic language. You and your familiar can move through non-magical difficult terrain with no penalty. As well, you can command your familiar with a bonus action, rather than an action.

Windborne Step

Starting at 6th level, as part of your bonus action to dismiss your familiar, you can teleport yourself to the space it occupied, as long as it is within 60 feet. You can use this ability a number of times equal to your Wisdom modifier, and regain all uses when you complete a short or long rest.

Boundless Vitality

At 10th level, you can create an aura of natural energy in a 60 foot radius. While this aura is present, when you cast a spell of 1st level or higher you can choose a number of creatures up to the level of the spell cast. Each creature chosen may gain 1d10 + your wisdom modifier temporary hit points.

In addition, while it is within your aura, your familiar gains +2 to its AC, and adds your wisdom modifier to its attacks.

This aura lasts 1 minute, and you may activate it a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest.

Predatory Guardian

At 10th level, your familiar's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Avatar of the Wild

Starting at 17th level, when you activate your Boundless Vitality aura, you and your familiar gain additional benefits. All attacks against you and your familiar have disadvantage. When either you or your familiar takes damage while you’re within 60 feet of each other, you can use your reaction to give yourself or your familiar resistance to that instance of damage.

Spell List

Cantrips (0 Level)
  • Primal Savagery
  • Control Flames
  • Create Bonfire
  • Poison Spray
  • Infestation
  • Mold Earth
  • Guidance
  • Resistance
  • Thorn Whip
  • Shape Water
  • Dancing Lights
  • Chill Touch
  • Toll the Dead
  • Spare the Dying
1st Level
  • Absorb Elements
  • Bane
  • Bless
  • Cause Fear
  • False Life
  • Hex
  • Ray of Sickness
  • Sleep
  • Charm Person
  • Faerie Fire
  • Goodberry
  • Detect Poison and Disease
  • Silent Image
  • Mage Armor
  • Fog Cloud
  • Entangle
  • Detect Magic
  • Animal Friendship
2nd Level
  • Animal Messenger
  • Augury
  • Continual Flame
  • Darkvision
  • Enhance Ability
  • Flame Blade
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Locate Animals or Plants
  • Misty Step
  • Moonbeam
  • Protection from Poison
  • Spike Growth
  • Cloud of Daggers
  • Gentle Repose
  • Magic Mouth
  • Ray of Enfeeblement
  • Web
3rd Level
  • Animate Dead
  • Bestow Curse
  • Fear
  • Feign Death
  • Speak with Dead
  • Spirit Shroud
  • Tongues
  • Thunderstep
  • Call Lightning
  • Revivify
  • Summon Fey
  • Glyph of Warding
  • Magic Circle
  • Spirit Guardians
  • Dispel Magic
4th Level
  • Banishment
  • Blight
  • Dimension Door
  • Divination
  • Sickening Radiance
  • Charm Monster
  • Freedom of Movement
  • Guardian of Nature
  • Locate Creature
  • Death Ward
  • Aura of Life
  • Vitriolic Sphere
5th Level
  • Contagion
  • Commune with Nature
  • Dawn
  • Dominate Person
  • Enervation
  • Geas
  • Greater Restoration
  • Insect Plague
  • Planar Binding
  • Reincarnate
  • Scrying
  • Wrath of Nature
6th Level
  • Eyebite
  • Magic Jar
  • Soul Cage
  • Trueseeing
  • Sunbeam
  • Bones of the Earth
  • Wall of Thorns
  • Heroes' Feast
  • Forbiddance
7th Level
  • Etherealness
  • Regenerate
  • Symbol
  • Mirage Arcane
  • Finger of Death
  • Power Word: Pain
8th Level
  • Horrid Wilting
  • Control Weather
  • Maze
  • Power Word: Stun
  • Feeblemind
  • Incendiary Cloud
9th Level
  • Power Word: Heal
  • Astral Projection
  • Foresight
  • Shapechange
  • Imprisonment
  • Power Word: Kill
  • Weird

Art Credits

Cover - Romain Leguay

page 5 - Matt Forsyth

page 10 - Player's Handbook 5th edition

page 11 - pearl-of-light

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