The Necromancer, Perfected

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The Necromancer, Perfected
Necromancer
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Life Tap, Spellcasting 2 2 2
2nd +2 Occult 3 3 3
3rd +2 Soul Harvest 3 4 4 2
4th +2 Ability Score Improvement 4 5 4 3
5th +3 Spontaneous Unburial 4 6 4 3 2
6th +3 Occult feature 4 7 4 3 3
7th +3 Animate Major Undead 4 8 4 3 3 1
8th +3 Ability Score Improvement 4 9 4 3 3 2
9th +4 4 10 4 3 3 3 1
10th +4 Occult feature 5 11 4 3 3 3 2
11th +4 5 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 13 4 3 3 3 2 1
13th +5 5 14 4 3 3 3 2 1 1
14th +5 Occult feature 5 15 4 3 3 3 2 1 1
15th +5 5 16 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 17 4 3 3 3 2 1 1 1
17th +6 5 18 4 3 3 3 2 1 1 1 1
18th +6 Macabre 5 19 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 20 4 3 3 3 3 2 1 1 1
20th +6 Lichdom 5 20 4 3 3 3 3 2 2 1 1

Class Features

As a necromancer, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per necromancer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per necromancer level after 1st

Proficiencies


  • Armor: Light armour
  • Weapons: Simple Weapons
  • Tools: Alchemist’s Supplies, Herbalism Kit

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Medicine, Persuasion and Religion

Equipment

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

  • (a) a quarterstaff or (b) a dagger

  • (a) a padded armor or (b) a hide armor

  • (a) a component pouch or (b) an arcane focus

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

  • If you roll for gold: 5d4*10 gp

Spellcasting

You have learned to commune with death itself, and doing so grants you access to the magic of necromancy. Your casting modifier is Charisma

Cantrips

At 1st level, you know 2 cantrips of your choice from the necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the necromancer table.

Spells Known of 1st Level and Higher

You know two 1st-level Spells of your choice from the necromancer spell list.

You learn an additional necromancer spell of your choice at each level except 20th. Each of these Spells must be of a level for which you have Spell Slots. 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 Necromancer Spells you know and replace it with another spell from the necromancer spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Charisma is your Spellcasting Ability for your Necromancer Spells. You use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a necromancer spell you cast and when making an Attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Ritual Casting

You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell as known.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your necromancer spells.

Life Tap

Starting at 1st level, your touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing 1d8 necrotic damage on a hit. You gain temporary hit points equal to half the amount of necrotic damage dealt (rounded down). If this feature reduces the creature to 0 hitpoints, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses upon finishing a long rest.

Occult

At 2nd level, you choose an occult which specializes you in your dealings with death. Your occult grants you features when you choose it at 2nd level and additional features at 6th, 10th, and 14th level.

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.

You can forgo taking this feature to take a feat instead.

Soul Harvest

Starting at 3rd level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. As a reaction, when you or any undead under your control reduces one or more creatures with a soul to 0 hitpoints, you gain temporary hitpoints equal to your necromancer level.

Spontaneous Unburial

Starting at 5th level, your understanding of necrotic and negative energies allows you to raise the dead with ease. You do not require a corpse or pile of bones for any spell that would need such as a material component, excluding revival spells. Additionally, you may cast the spell Animate Dead as an action and it does not count against your number of spells known.

Whenever you control three regular skeletons or zombies out of combat, they combine into a Chad Skeleton or a Chad Zombie

Whenever you control three Chad skeletons or zombies out of combat, they combine into a Lad Skeleton or a Lad Zombie

Chad Undeads require three normal undeads worth of Animate Dead to maintain control over

Lad Undeads require eight normal undeads worth of Animate Dead to maintain control over

Critter DB link to Chad and Lad undead statblocks: https://critterdb.com:443/#/bestiary/view/6047d943af3aa903ed071b7c (Link updated 18.7.2022)

Animate Major Undead

Beginning at 7th level, your pursuit of knowledge has led to uncover the secrets to mastering undead of all sizes. You can now raise any corpse that is a monstrosity, undead, humanoid, beast or dragon with challenge rating 3 or lower. It keeps its original abilities and attacks, but loses any resistances, immunities, legendary actions and senses it had and gains the immunities and vulnerabilities of its type, skeleton or zombie. If a creature you are animating has an existing undead form in the offical books, such as Ogre Zombie or Zombie Beholder, you animate that creature in that form instead. You can issue mental commands to the creature as if it was made with the animate dead spell. You can only control one major undead at a time. A playable character's CR is considered to be their total level. Undead created with this ability can't speak. You must finish a long rest before you can use this feature again.

At 11th level, you may animate a monstrosity, humanoid, beast or dragon with a challenge rating of 4 or lower. At level 15 the CR increases to 5 and at level 17 it increases to 6

Additionally, attacks made by undead you control are considered magical for the purposes of overcoming resistances and immunities.

Macabre

Starting at 18th level, the overexposure to death has earned you an affinity with undead. Whenever you interact with undead, you have advantage on all Charisma checks. In addition, while you may look sick and exhausted from the constant dealings with death, you do not age and you are immune to poison damage, diseases, exhuastion, as well as the frightened and poisoned conditions.

Lichdom

When you achieve 20th level, you achieve full Lichdom and you gain the following features:

  • Your creature type becomes Undead, but you can still benefit from all spells and abilities that would affect Humanoids such as healing spells.
  • You have advantage on saving throws against effects that target specifically Undead, such as a clerics Turn Undead
  • You gain True Sight to a range of 10 ft
  • You can spend 8 hours creating a Phylactery. Your phylactery has an AC of 25 and 50 HP. It is immune to all environmental damage and non-magical piercing, slashing and bludgeoning damage and is destroyed when it is reduced to 0 hitpoints. When you would die, your soul is instead pulled to your Phylactery and you gain a new body in 1d6 hours, regaining all hit points. Your new body appears within 5 feet of the phylactery. You cant have more than one Phylactery at a time. If you create an another one, the old one turns to dust.

Occult
Name Source Page
Harvester Strawberry Drugcake 6-7
Keeper Alloy Zero 8
Swarmer Strawberry Drugcake 9-10
Undertaker Alloy Zero 11
Witch Doctor Strawberry Drugcake 12
Reaper Nociel 13

Harvester

Soul Syphon

At 2nd level, whenever a Small or a larger creature with a soul dies within 30 feet of you, you can store that creature's soul inside your own body. The range of this ability increases to 60 feet at 6th level, 90 feet at 10th level and 120 feet at 14th level. You can store a number of souls each round equal to your spellcasting modifier. The maximum number of souls you can have stored is equal to your necromancer level. These souls are used to fuel your other class abilities. Tiny creatures like rats don't have big enough souls to make use of. Ask your DM if you are unsure if a creature's soul is usable, or if it possesses one.

After a soul is consumed by any of your features, it is freed and the creature can be brought back to life with resurrection spells. All of your stored souls are freed when you die

At 2nd level, you can choose one way to consume your souls. You can choose an additional way at 6th and 14th level.

  • Mana Recovery. As a Bonus Action you can consume any number of souls and regain a spell slot (up to 5th level) which level equals half of the souls consumed (Rounded down)

  • Life Recovery. As a Bonus action, you can consume any number of souls and regain hitpoints equal to three times the number of souls consumed

  • Soul Reap. When you cast a spell which deals damage, you can choose to consume any number of souls to consume and deal 1d2 extra damage per soul consumed to one of the spells targets

  • Knowledge Reap. As an action you can consume a soul you have stored of a creature with an intelligence score of 6 or higher. You learn everything this creature knew in life, and gain one proficiency in a skill or a tool the creature was proficient in, or one of the languages it knew in life. These memories and proficiencies fade after 24 hours.

Soul Burn

Starting at 6th level, you can use s a bonus action to enter or exit Soul Burn mode.

You start with one Soul Burn mode and can choose an additional one at 10th and 14th level.

At the end of each turn a Soul Burn is active you consume one soul.

You can only have one Soul Burn mode active at a time.

If you don't have any souls remaining at the end of your turn, the Soul Burn mode ends.

  • Soul Strengthen. Your body becomes young and unnaturally strong. Your movement speed increases by 20 ft, your carrying capacity quadruples and you can take the Dash action as a Bonus Action.

  • Soul Stride. You gain a Flying speed of 30 feet and can hover.

  • Soul Form. You can pass through objects and creatures, if you end your turn inside an object or a creature you take 1d10 Force damage. Additionally your body becomes see through, you gain advantage on Stealth checks and can always try to hide in dim light or darkness.

  • Soul Shielding You gain advantage on Charisma, Wisdom and Intelligence saving throws.

  • Soul Sight. You gain Blindsight or Truesight to a range of 30 ft (chosen when you activate this mode).

Soul Sacrifice

At level 10, you are able to quickly burn your souls as a last resort in response to danger. When you would take damage, you can consume any number of souls and reduce the damage taken equal to twice the number of souls consumed.

Soul Burst

At 14th level, whenever you spend souls, if you spend all of your remaining souls you can choose to let them explode in a brilliant flash around you. All other creatures within 30 ft of you must make a Constitution saving throw or be blinded until the end of your next turn and take 5d10 Necrotic damage, halved on a success.

Once you use this ability you can't use it again until you finish a long rest or until you reach your maximum soul capacity.

Keeper

Necromancers of this Occult study death in order to keep it at bay, whether it be for their own benefit or for another. Keepers have a deep and intricate understanding of why creatures die, and how to slow death or stop it all together. But the things necessary to obtain such knowledge are not for the faint of heart, or those lacking resolve.

Death Standing

Beginning at 2nd level, all spells that restore hitpoints are considered Necromancer spells to you. In addition you learn the Spare the Dying cantrip (it doesn't count against your number of cantrips known) and its range is 30 feet.

Additionally, your spells and abilities can restore hitpoints to undead creatures.

Life on Demand

Beginning at 6th level, you can accelerate the body's natural healing when it is needed the most. As an action, a creature you touch can expend a number of its hit dice equal to your spellcasting modifier (minimum of 1) to regain hit points. After you use this feature you must finish a short or long rest before using it again.

At 10th level, you can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expanded uses upon finishing a short or a long rest.

Life Transfer

Creatures of your choice within 10 feet of you have advantage on death saving throws and saving throws against abilities of undead creatures.

Additionally, you can use an action to transfer hitpoints between any two willing non-undead non-construct creatures you touch.

Death's Door

Beginning at 14th level, you can decide to ignore death if it's too inconvenient. If a creature within 5 feet of you that you can touch (including you) drops to 0 hit points, you may use your reaction to cause that creature to drop 1 hit point instead. You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Swarmer

Heart of the Swarm

Starting at 2nd level, you gain access to the Hive Swarm. The Hive Swarm chosen uses your body as its hive. You can summon the swarm from your body in an unoccupied space within 5 feet of you as a bonus action. It uses it's own initiative and you can command it verbally (no action required) and if you are incapacitated, it will do its best to protect you and itself from harm. In areas where it would use its proficiency bonus, it uses your proficiency bonus instead. It also uses your proficiency bonus when calculating its AC.

Transportational Metamorphosis

Beginning at 6th level, your Hive Swarm adapts its movement options. You choose one of the following features for your Hive Swarm:

  • Flyby. Your Hive Swarm gains flying speed equal to its walking speed. At 12th level, the Hive Swarm's movement doesn't provoke attacks of opportunity.

  • Burrow. Your Hive Swarm gains burrowing speed equal to its walking speed. At 12th level, when the Hive Swarm is suspected to a Dexterity saving throw, it can use its reaction to burrow 5 ft underground if the soil is soft enough (DM's choice) and gain advantage on the saving throw. The Hive Swarm stays burrowed until the beginning of its next turn. While underground it has Full Cover.

  • Fin and Claw. Your Hive Swarm gains swimming speed and climbing speed equal to its walking speed and can breathe underwater. At 12th level, your swarm can destroy any non-reinforced, non-magical wall or roof in one minute that is up to three feet thick, creating a hole large enough for a medium creature to pass through. More time is required for thicker walls or larger holes.

Specialized Metamorphosis

Upon reaching 10th level, your Hive Swarm has evolved its offensive capabilities to better suit a role of your choice. You choose one of the following features for your Hive Swarm:

  • Diseased. When the Hive Swarm hits with a melee attack, it can force the target to make a Constitution saving throw against your Necromancer DC. On a failure, roll a 1d4 and apply one of the following condition to the target:

(1) Blindness, (2) Deafness, (3) Cripple (halved movement), (4) 1 point of Exhaustion.

The disease lasts for one minute. The creature can repeat the save at the end of each of its turns, ending one of the diseases on a success. If you have multiple diseases, you roll to remove only the oldest disease.

  • Cloaking. The Hive Swarm can use a bonus action to turn invisible until it deals damage. Additionally, you always see what your swarm sees and hear what they hear.

  • Frenzy The Hive Swarm gets Multiattack (1).

Wrath of the Swarm

At 14th level, you become one with your Hive Swarm, strengthening its defenses with your unholy magic and gaining its full power in return. Your Hive Swarm gains resistance to two damage types of your choice: acid, cold, fire, lightning, necrotic, or thunder damage.

Additionally, you choose one of the following features:

  • Protect the hive. If you are targeted by an attack or a spell that deals damage, your Hive Swarm can use its reaction to become the target instead of you if it's within 5 feet of you.

  • Feed the hive. While you have less than half of your maximum hitpoints, you can heal for half of the damage your Hive Swarm deals with its attack.

  • Become the hive. You benefit from all speeds your Hive Swarm has and you gain the Swarm feature, but you can still gain hitpoints and temporary hitpoints as normal.


Hive Swarm

Medium swarm of tiny undead, unaligned


  • Armor Class 12 + its Dexterity modifier + your proficiency bonus (Natural Armor)
  • Hit Points 22 (5d6+5) modifier + 1d6+1 (or 5) per Necromancer level
  • Speed 20 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 13 (+1) 2 (-4) 8 (-1) 1 (-5)

  • Saving Throws Same as the Swarmer
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Damage Immunities Poison
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
  • Senses Darkvision 60 Ft., passive Perception 9

Actions

Swarm.. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points apart from taking short or long rests.

Bite. Melee Weapon Attack: 2 + your proficiency bonus to hit, reach 0 ft., one target. Hit: (2d8) piercing damage. This attack’s damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). If the Hive Swarm is below half of its hitpoint maximum, the damage dice is a d4 instead of a d8.

Undertaker

An undertaker is from the Occult that specializes in raising the dead. Whether it be passing through town and filling in for a businessman or collecting minions from a graveyard, the years of preparing corpses has taught the undertaker how to make her undead a force unequal to others. Her minions are tougher and fight longer. She always has a skeleton or zombie at her side to carry out tasks and can quickly raise an army when others want to surround her. An undertaker has no fear of death since death itself fights for her.

Unholy Resistance

Beginning at 2nd level, the time you've spent wielding negative energy has made itself a part of you. You have resistance to necrotic damage and your hit point maximum cannot be reduced. At 5th level, this feature extends to any undead under your control.

Legion

Beginning at 6th level, the negative energy you use to summon your undead is fortified within them. Undead you control use your proficiency bonus for their attack rolls, as well as saving throws you are proficient in, unless they already benefit from a bigger bonus.

In addition, whenever you cast a spell or use an item to raise more than one undead, you may raise one additional undead creature.

Undead Resolve

Beginning at 10th level, your bond with the dead has strengthened their resolve against that which is holy. Undead you control have advantage on Wisdom saving throws against Turn Undead attempts. In addition, undead you raise add your proficiency bonus to their Armor Class if they are not wearing armour, and gain a burrowing speed of 5 ft.

Lord of the Dead

At 14th level, you've reached the epitome of raising undead. Your undead creatures no longer have a damage vulnerability and gain additional maximum hit points equal to your necromancer level.

Witch Doctor

The occult of the Witch Doctor uses necromancy to conform with spirits. Particular Spirit Well's. Witch Doctors magic may be more voodoo than that of the normal necromancy kind.

Spirit Wells

Beginning at 2nd level, you've discovered the negative energies within the dead and found a way to put them into good use. As a bonus action, you can turn a corpse withing 30 feet into a well of your choice known to you. Afterwards, the corpse will radiate negative energy in a 10 feet radius sphere for 1 minute. All creatures within the area of effect will be affected. When a well has been activated, the corpse can no long be used to be revived, reanimated or turned into another well. At 2nd level you can choose to use 2 of the following wells.

  • Well of Blood. Prerequisite: 9th level

A creature that ends its turn within the well gains hitpoints at the end of their turn equal to your Charisma modifier (minimum of 1). This heal can trigger a number of times equal to your proficiency bonus.

  • Well of Blindness.

A creature within the range of the well is blinded as long as it stays inside of it.

  • Well of Darkness.

The darkness spell emanates from the corpse for the duration.

  • Well of Ruin.

A creature within the range of the well get a decreased Armor Class, losing 3 AC as long as they stay inside the well's range.

  • Well of Protection.

A creature within the range of the well get a increased Armor Class, gaining 3 AC as long as they stay inside the well's range.

  • Well of Suffering. Prerequisite: 5th level

A creature within range of the well takes necrotic damage at the end of their turn equal to twice your Charisma modifier (minimum of 1).

  • Well of Silence. Prerequisite: 5th level

Sound is muted within range of the well, with no sound being allowed to enter or exit the well as if under the Silence spell

  • Well of Profane.

The first time each turn a creature within range of this well takes damage, they take an extra 1d10 necrotic damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

  • Well of Misfortune. Prerequisite: 11th level

Creatures within the range of the well have disadvantage on saving throws against magic.

  • Well of Fortitude. Prerequisite: 11th level

Creatures within range of the well have advantage on saving throws against magic.

You learn how to create additional wells as you level up in this class, increasing at 5th level (4), 11th level (6), and 17th level (8). A level prerequisite for a well refers to your level in this class. You may use this feature a number of times equal to your spellcasting modifier (minimum one) and you regain all uses of this feature at the end of a long rest.

Bloodbag Army

At 6th level, you learn how to use your undead not only as soldiers but as life savers as well. As a action, you kill an undead under your control, absorbing their life essence and transferring that energy to another. As long as the undead and a ally are within 30 feet of you, your ally regains hit points equal to the amount of hit points the undead had.

You can use this ability once per long rest.

Life Leech

At 10th level, as a bonus action, you may emit a life leeching aura in a 30 foot radius around you for 1 minute. You may select any number of creatures to be immune to this aura. All other creatures that start their turn in this aura must make a Constitution saving throw against your necromancer spell save DC. On a failed save, the creature takes 1d6 necrotic damage and you gain temporary hit points equal to the total damage dealt. Once you use this feature, you can not use it again until you finish a short or long rest.

Additionally, you can now force your Wells to move. On your turn, you can use your bonus action to move a Well up to 30 ft on the ground.

Avatar of Samedi

You raise a permanent undead follower under your control. Choose a skeleton or zombie. This undead is self-conscious, obedient, has an intelligence and wisdom scores of 10 and can talk all languages you can. It is also an active well of your choice. You can change which well your follower is as if you were making a new well. If your follower dies, you can resurrect them with Animate Dead, or create a new one after a long rest. You can communicate with it telepathically. As an Action, you can see through your Avatar’s eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own sen⁠ses and can talk through your Avatar.

Reaper

An inexorable force on the battlefield, the reaper empowers itself enough to wield a cleaving weapons to harvest its foes. Slow and hard-hitting, these deadly combatants call out the impending doom of their enemies. Upon accumulating sufficient life force, they can enter the reaper’s shroud, a deadly form that grants them a powerful cloak of malevolent energy and the abilities to match it.

Death's Hand

At 2nd level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor and martial weapons.

Reaper's Shroud

At 2nd level, you gain a pool of dark energy. When you would gain temporary hit points, you can store those hit points into your pool. You can store a maximum amount of temporary hit points equal to 4 times your Necromancer level. Whenever you finish a long rest, your pool is emptied and set to equal your level. If you end a short rest with less then your level in temporary hit points in your pool, you gain enough to equal your level. As a bonus action, you can entwine yourself with dark energies, tapping into undeath.

When you activate this feature, your pool is emptied, and you gain the following benefits.

  • You gain temporary hit points equal to your pool.
  • You ignore resistance to necrotic damage.
  • Once during each of your turns, when you hit a creature with a weapon attack, you can force it to make a Constitution saving throw, and if the saving throw fails, the target is poisoned until the end of your next turn.

This feature's benefits last for as long as you have any temporary hit points.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mastery of Life Force

At 10th level, your mastery over necrotic energies reaches out even further to damage your foes. While you are in your Reapers Shroud, when you use your Life Tap feature, you can enhance it in one of the following ways.

  • Reap. Target all creatures within 5 feet of you with your Life Tap feature. Make a separate roll for each creature.

  • Edge of Darkness. You shoot out a 30 ft long, 5 ft wide line in front of yourself, targeting each creature within it with your Life Tap feature. Make a separate attack roll for each creature.

When you would gain temporary hit points from using this feature, they are instead transferred to your pool.

Credit

Creator

This document was made by Strawberry Drugcake#6692 and AlloyZero

Rule

Over Death

The Necromancer, Perfected is a collection of both official, playtesting and homebrew material that aims to make the class into the most enjoyable experience for all who select it for their DUNGEONS & DRAGONS® game.

Use this book as a reference point for improving your campaigns and one-shots with a huge variety of gameplay options.

This book also contains playtesting material from Unearthed Arcana® which includes class features and subclasses of which some have been altered in order to not contradict with each other. Good luck and praise the sun!

Made by and for the Haliwaara Discord® server.

 

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