The Spiritualist

by Taujohansen

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The spiritualist

An individual clad in armor with a longsword and shield in his hands goes through the wilds looking for something from the old times. As he gets to a svamp he stops for a second and then chooses to walk around the swamp. As he walks along this swamp he is attacked by two wolfs, he cuts into one and makes it explode with mysterious energy. The other one punces him. But as it hits it is met with some force making the hit not as impactful as first assumed. It knows not of what stopped it before it also is cut down with a powerful swing.


The figure moves on and reaches his destination. He summons a invisible spirit and sends it in front of him to scout the area ahead. It comes back to him after a bit of scouting with news of a goblin horde ahead of about 30. He waits a second, nods and prepares his sword and shield for battle and charges in suprising the goblins. As he gets close to the front of the horde he unleashes hundreds of spirits from himself in a circle around him killing them all on the spot.

Conductors of power

The power of the spiritualist comes not only from their skill with a sword and shield but also with the strength and mystical power from the spirits around, carrying the deads will onwards to hopeful completion. The spiritualist learns from the predecessors of the different domains of the world. All of them are guided by the spirits. This does not mean however that the spiritualist dont think for themselves and cant have their own goals, all travel can lead different places and the spirits endorses that.


Spiritualists train for years with weapons to learn the skills of combat, mastering weapons and armors of all kinds. But even if their might alone is strong, they dont do it alone. The spirits are there to help in combat and uses their power to protect the spiritualist when unseen enemies hit or attack the enemies with overpowering might.

The experts of their domain

The life of a spiritualist is not a easygoing one. A spiritualist searches for places of the predecessors domain and items or artifacts relevant to this. It is not for the faint of heart but rather taking up the forgotten torch of the past and carrying it to the ends of the world to find truth and peace for the ones who once lived in the land the spiritualist now populate. The spiritualist can be lead places where most would see unfit for mortals to go. But if that is the call of the spirits of the world the spiritualist happily takes the job.

The Spiritualist
Level Proficiency Bonus Features
1st +2 Spirit Pact, Spirits Favour
2nd +2 Elemental Burst, Fighting Style
3rd +2 Spirits Protection, Spirit Pact Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Spirit Pact Feature, Omens
7th +3 Spiritual Guards
8th +3 Ability Score Improvement
9th +4 Elemental Burst Improvement
10th +4 Spirit Pact Feature
11th +4 Spiritual Self
12th +4 Ability Score Improvement, Spiritual Guards Improvement
13th +5 Spiritual Walk
14th +5 Spirit Pact Feature
15th +5 Spiritual Awareness
16th +5 Ability Score Improvement
17th +6 Spiritual Guards Improvement
18th +6 Spirit Pact Feature
19th +6 Ability Score Improvement
20th +6 Spiritual Overlord

Class Features

As a spiritualist, you gain the following class features.

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

Proficiencies


  • Armor: All armor, shields
  • Weapons: All weapons.
  • Tools: Navigators tools, one other tool of your choice
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, History, Nature, Religion, Intimidation

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • Chain mail and a holy symbol

Spirit Statistics

When a spirit attacks or forces someone to make a saving throw they use these modifiers:

  • Spirit Save = 8 + Charisma Modifier + Proficiency Bonus
  • Spirit Attack Bonus = Charisma Modifier + Proficiency Bonus

All spirits damage count as magical for the purpose of overcoming resistances.

Spirit Pact

At 1st level, you choose which spirit kind you have made a pact with. This pact is a defining feature of future abilities since no spirit domain has the same goals or the same living


You can choose between:

  • Seafarer Spirits Pact
  • Explorers Spirits Pact
  • Arcane Spirits Pact
  • Divine Spirits Pact
  • Chaos Spirits Pact

The pacts descriptions are at the bottom of the class description.

Spirits Favour

Starting at 1st level. The Spirits are able to show you their guidance and you can employ the spirits for help.


You learn the cantrips Guidance and mage hand.

Elemental Burst

Starting at 2nd level. When you hit a creature with a melee weapon attack, you can make the attack burst with an explosion of the element corresponding with the chosen pact for extra damage (type described in the Pact description), in addition to the weapon's damage. The extra damage is and amount of d8's equal to your proficiency bonus. And can be used two times per long rest. The amount of times is increased by one when you reach 9th (3 times) and 17th (4 times) level in this class.

Fighting style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 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 reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.


At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Spirits Protection

When you reach 3rd level with this class, the spirits of your domain begins to protect you from harm. When you are hit by an attack or take damage of the type your Elemental Burst is, you can use your reaction to half this damage as you call the spirits power for protection.

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.


Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Omens

When you reach 6th level in this class you can ask for omens from the spirits for what will happen if you take a certain course of action. The spirits will give you an answer in the form of:

  • A bad Omen
  • A good Omen
  • An Unknowing Omen

You can do this an amount of times equal to your Charisma modifier per long rest.

Spiritual Guards

When you reach 7th level in this class you can call upon the spirits of your domain to protect your allies and you from harm and attack themselves.


As a bonus action you can call forth the spirits to protect and attack. They fly around you to a distance of 10 feet for 1 minute or until you lose concentration (as if you were concentrating on a spell). When you use this feature, you can designate who is ally and who is enemy.

  • Any ally that is in the radius of the spirits at the end of your turn gains extra armor class equal to half your Charisma modifier.
  • Any enemy is attacked at the end of your turn by the spirits. Roll one attack roll with the spirit attack bonus. On hit the targets takes 1d6 damage. The type of damage is the same as your Elemental Burst.

This feature can be used once per short rest.


When reaching 12th level it can be used twice, When reaching 17th level the radius of the feature is increased to 20 feet.

Spiritual Self

Starting at 11th level, your spirit strengthens to transcend the body. If you drop to 0 hit points and dont die outright, you can make a DC 15 Charisma saving throw. If you succeed, you drop to 1 hit point instead. If you have your Spiritual Guards up, they try to help you and you can make this save with advantage and the feature drops.


Each time this feature is used after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 15.


When you become target of a stun or paralyze condition you can use a bonus action to break it on your turn. This can be done a number of times equal to your proficiency bonus.

Spiritual Walk

Starting at 13th level, you can as a bonus action assume a spiritual form, while in this form, you have a flying speed equal to your walking speed. You cant interact and just phase through anything nonmagical. You are considered invisible and are immune to nonmagical attacks.


If you are hit while in this form however you are forced back into your body and the damage is transferred to your material body.


The material body can still take damage as normal but looks and feels as if dead.


You can maintain this form for 10 minutes and must finish a long rest before this feature can be used again.

Spiritual Awareness

Starting at 15th level. You and your spirits are one big team. While you are conscious, no attack roll has advantage against you while you are not incapacitated and you cannot be suprised while conscious.

Spiritual Overlord

Your immense power and spiritual connection makes you a class above all living, and you reflect it in your might


You conjure spirits into the material plane that charges forward at a pace of 100 feet per turn in a sphere around you up to 600 feet, When you use this feature, you can designate who is ally and who is enemy.

  • Allies gains 8d8 temporary hp if willing.
  • enemies must make a wisdom saving throw against the Spirit save. On a failure an enemy takes 8d8 force damage and has disadvantage on attack rolls and saving throws while allies has advantage on attack rolls until the end of your next turn. On a success the creature takes half damage and doesnt suffer disadvantage and allies dont get advantage.

This feature can be used once per long rest.

Spirit Pacts

Down below are the different spirit pacts possible to choose in this class.

Seafarers Spirit Pact

The spirits of the water have called upon you after many years at sea. You please them with your knowledge and love of their domain and for that they bless you as theirs and help you on your way.

Seafarers Spirits Favour

When you choose this pact you gain the water spirits favour. As it is earned you learn to understand signs they can give you and utilize a small amount of their power while near their domain.


You learn the shape water cantrip. Additionally. If you are standing close to a body of water you can use the spell unseen servant as a ritual without any material components.

Elemental Burst: Water

When you activate your elemental burst as a Water Pact Spiritualist you make a freezing water explosion to deal Cold damage to the target.

Water Expert

When reaching third level with this class, you learn about more of the waters properties and begin to bend the water itself to your will. When standing in liquid you are no longer considered in a difficult terrain, you also gain a swimming speed equal to walking speed and can hold your breath for one hour.


When this class reaches 8th level you can breathe both air and water. When you reach 12th level you can also give the effect to up to 5 others for 1 hour. You can do this a number of times equal to you proficiency bonus.

Spirit Pact Feature

Starting at 6th level you can empower you weapon with spiritual magic of the freezing cold. You can use an action to coat the weapon for 10 minutes.


When you hit a creature with the coated weapon it takes an additional 1d8 extra cold damage and the target must make a strength saving throw or be pushed 5 feet back by the waters might.


This feature can be used and amount of times equal to your proficiency bonus per long rest.

Spirit Pact Feature

Starting at 10th level. The spirits guide and use their power against your foes at your will. As an action you can make the spirits conjure a giant wave of water that comes crashing down on an area within 60 feet. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a dexterity saving throw against your Charisma save DC. On a failure, a creature takes 6d8 bludgeoning damage and falls prone, on a success, the creature takes half the damage and doesnt fall prone.


If this feature is used near water it recharges on a short rest, otherwise it recharges on a long rest.

Spirit Pact Feature

Starting at 14th level, you can use a bonus action to channel the sea to create a thick cloud of fog that surrounds you and heavily obscures the area for 30 feet in all directions, following you as you move. You and all creatures within 5 feet of you instead treat this fog as lightly obscured. This fog lasts for 10 minutes, spreads around corners and cannot be dispersed.


This feature can be used an amount of times equal to half your proficiency bonus.

Spirit Pact Feature

Starting at 18th level. You can control the water in the air. You can choose to make it rain or make rain stop whenever you want as long as you are outside.

Explorers Spirit Pact

After years of exploring the world, the wonders in the mountains, fantastical forests and great plains and marshes you have learned of the Explorers Spirits, you are not the first who have done this, and they will guide you so you do not end up like them.

Explorer Spirits Favour

When you choose this pact you gain the Explorer spirits favour. As it is earned you learn to understand signs they can give you and utilize a small amount of their power while near their domain.


You learn the mold earth cantrip.


Additionally. You can choose the type of explorer you wanna have the direct help from. The Explorers of nature or the explorers of wonders.


The explorers of natures help makes you able to cast the spell unseen servant as a ritual without any material components while in a Jungle, forest, Svamp or on mountains.


The explorers of wonders makes you able to cast the spell unseen servant as a ritual without any material components while in a ruin, dungeon or another wonder of the world.

Elemental Burst: Earth

When you activate your Elemental Burst as an Explorers Pact Spiritualist you make a rock fly out of your weapon with extreme power to deal Bludgeoning damage to the target and push them back 10 feet if they fail a strength saving throw with the Spirit Save as DC.

Expert of the land

When reaching third level with this class, you learn about more of the land and begin to know where to go even though you havent been before. You gain proficiency with the survival skill. Additionally, when going through the lands, your group cant become lost except by magical means.


When this class reaches 8th level difficult terrain doesnt slow your group's travel. When you reach 12th level you can name a battlefield, a city, a mountain or any other landmark and a incorporeal hand will show itself pointing in the direction you should be heading to get there. This spell last until you drop or lose concentration (as if you were concentrating on a spell). You can make this hand appear once per long rest.

Spirit Pact Feature

Starting at 6th level. You have honed your physical body from many explorations and discoveries, your insight in the old artifacts and the like has made you fast and you have gained an understanding of them. You gain the following benefits:

  • You gain a clinbing speed equal to your walking speed
  • You can attune to a magic item even though you dont have the requirements for and you gain an extra attunement slot
  • You can use a bonus action on your turn to use a magic item that normally takes an action. This does not however work for spells from magic items.
  • You can add a bonus to a strength or dexterity saving throw of 1d6, this can be done once per short rest.

Spirit Pact Feature

Starting at 10th level. You can learn information from the spirits about ancient things. You can ask about places, wonders, items or the like. The spirits will then tell you about the history, the legends, myths or rumors about the thing or place asked about.


This feature can be used twice per long rest.

Spirit Pact Feature

Starting at 14th level, your spirits start helping you when dealing with ancient places and the various magical effects from there. You gain the magical resistance trait. Additionally, when you fall under a curses effect by attuning to a magical item you can make a Charisma saving throw where the DC is dependent on the rarity of the item. If you succeed, you know of the effects of the curse and you are not attuned to the item anymore.

  • Common magic item = DC 5
  • Uncommon magic item = DC 10
  • Rare magic item = DC 15
  • Very rare magic item = DC 20
  • Legendary magic item = DC 25
  • Artifact magic item = DC 30

Spirit Pact Feature

Starting at 18th level. You can control the lands as you please with the help of the spirits. As an action, you can shape the land in the following ways:

  • You can make a bridge of soil stretching in a 60 feet length and 10 feet in width, this can also be done as a wall. It can carry up to 10 medium creatures, 3 large creatures or 1 huge creatures. It can also be made as a wall
  • You can make a crater or a bubble of stone where up to 20 medium creatures can reside.
  • You can use the earthquake spell
  • You can use the feature for all the same purposes of the move earth spell lasting ever after without concentrating on the spell.

This feature can be used once per long rest.

Arcane Spirit Pact

The Arcane traditions are old and many people have dabbled in it. You are now guided by the old ones who guides the magic around you, many wizards, sorcerers and bards help you now to use the magic you wield.

Arcane Spirits Favour

When you choose this pact you gain the Arcane spirits favour. As it is earned you learn to understand signs they can give you and utilize a small amount of their power while near their domain.


You learn the prestidigitation cantrip. Additionally. If you are standing near a place of arcane interest or a place where magic is often peformed you can cast the spell unseen servant as a ritual without any material components.

Elemental Burst: Force

When you activate your Elemental Burst as an Arcane Pact Spiritualist you expel a force of the arcane spring forth from your weapon to deal force damage to the target.

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

Expert of the Arcane / Spellcasting

When reaching third level with this class. You begin to dabble in the same kinds of magic as your spirit predecessors. Your weapon counts as an arcane focus for you and you gain proficiency in the arcana skill.

Cantrips

You learn two cantrips of your choice from the wizard or bard spell list. One of which is the prestidigitation cantrip. You learn an additional wizard or bard cantrip of your choice at 10th level.

Spell Slots

The Arcane Spirit Pact Spellcasting 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.


For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level wizard, bard or sorcerer spells of your choice. One of which is filled with the spell Unseen servant.

The Spells Known column of the Arcane Spirit Pact Spellcasting table shows when you learn more wizard, bard or sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the wizard, bard or sorcerer spells you know with another spell of your choice from the wizard, bard or sorcerer spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability. You are a conductor of the arcane arts that your spirits have used their life to learn of. You use your Charisma whenever a spell refers to your Spellcasting ability. In addition, you use your spirits Statistics when setting the saving throw DC (Spirit Save) and when making an Attack roll with one (Spirit Attack Bonus)

Spirit Pact Feature

Starting at 6th level, when you use your action to cast a cantrip, you cant make one weapon attack as a bonus action.


You also learn to coat your weapon in spiritual arcane runes. As an action for 10 minutes. While coated this way, The weapon deals extra 1d8 force damage to targets hit with the weapon. Additionally, this coating counts as casting a spell. The Feature can be used a number of times equal to your proficiency bonus.

Spirit Pact Feature

Starting at 10th level. You can choose a number of ritual spells equal to your charisma modifier from the Wizard, Bard or Sorcerer spell list of a spell level that you know. The spirits will help you cast these spells as rituals.

Spirit Pact Feature

Starting at 14th level. Once per day when you finish a short rest you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than your proficiency bonus (rounded up).

Spirit Pact Feature

Starting at 18th level. The ritual spells you choose can also be cast normally as spells without using a spell slot. Each of these spells can be used once without using a spell slot and be used normally hereafter.

Divine Spirit Pact

As a religious person much knowledge from the divine has come to you. You have a feeling of bless every day when walking to make the world a better place for the people. Now. divine Clerics and blessed folk has gathered around you and shared gifts of guidance and power to make a blessed world.

Divine Spirit Favour

When you choose this pact you gain the Divine spirits favour. As it is earned you feel the divine energy to bless others with. You also learn to understand signs they can give you and utilize a small amount of their power while near their domain.


You learn the Thaumaturgy cantrip. Additionally. If you are standing near a place of Divine interest or a place where Religion is often peformed you can cast the spell unseen servant as a ritual without any material components.

Elemental Burst: Radiant

When you activate your Elemental Burst as a Divine Pact Spiritualist you expel a Divine light from your weapon to deal Radiant damage to the target.

Divine Expert

When reaching third level in this class. You begin to understand all religious meanings and see things that people otherwise wouldnt be able to see as the divine helps you see through all.


You gain proficiency in the Religion skill. Additionally. While within 30 feet of someone in some form of magical disguise you have advantage on insight checks to see through it as the divine helps you find the culprit. When this class reaches 8th level you can see through any disguise, magical or not, if they are within 30 feet. When you reach 12th level you can cast the spell true seeing on yourself once per long rest.

Spirit Pact Feature

Starting at 6th level. You can empower you weapon with spiritual magic of the divine. You can use an action to coat the weapon for 10 minutes.


When you hit a creature with the coated weapon it takes an additional 1d8 extra radiant damage and the target must make a wisdom saving throw or the next attack on the target has advantage, thanks to the divine light glittering on the target.


This feature can be used and amount of times equal to your proficiency bonus per long rest.

Spirit Pact Feature

Starting at 10th level. You can expend two uses of the omens feature to cast the commune spell instead where you get help from the spirits to go straight to the gods for the information. You can also expend one use of omens to ask the gods, if you do, you got a 50% chance of the spell succeeding.

Spirit Pact Feature

Starting at 14th level. You can call upon the divine spirits power to call back the dead to life. You can cast the resurrection spell once per long rest without expending any material components.

Spirit Pact Feature

Starting at 18th level. You can change the weather to it always being sunny or dampening the rays. When the sun is not out like when it is dark or when indoors you can cast the daylight spell at will.

Chaos Spirit Pact

The chaos surrounds you. Knowing of the cult traditions and chaos way of life the spirits of chaos has come to you, old tyrants, mass murderers, necromancers, cult fanatics and leader has swarmed and blessed you with almost demonic and evil powers that you now wield to make the world a place of your will.

Chaos Spirits Favour

When you choose this pact you gain the Chaos spirits favour. As it is earned you feel the power as chaos flows through your every vein of your body. You also learn to understand signs they can give you and utilize a small amount of their power while near their domain.


You learn the Cause Fear spell which for you counts as a cantrip for all purposes but lasts until the end of your next turn. Additionally. If you are standing near a place of Cultic or Demonic interest or a place where Chaos is prevelant you can cast the spell unseen servant as a ritual without any material components.

Elemental Burst: Necrotic

When you activate your Elemental Burst as an Chaos Pact Spiritualist you call forth decaying green energy from your weapon to deal necrotic damage to the target.

Chaos Expert

When reaching third level in this class. You begin to understand the chaotic things in people and can use it to exploit the world to your favour.


When you reduce a hostile creature to 0 hit points, you can use your reaction to make the corpse come to life as a spirit in your service. The spirit is a shadow and stays in your service for one hour whereafter it is returned to the spirit world. When this class reaches 8th level the spirit comes to life as a specter and you can trade places with the specter as a reaction when attacked as long as it is within 120 feet. When you reach 12th level the spirit comes to life as a banshee if it was a woman and a ghost if it was a man.


This feature can be used once per long rest.

Spirit Pact Feature

Starting at 6th level. You can use your chaotic spirits to cause a creature immense pain. When someone within 120 feet you can see is hit by an attack, you can use your reaction to force the attacking creature to make a wisdom saving throw or take 2d8 necrotic damage and reroll the attack roll.


This feature can be used a number of times equal to your charisma modifier per long rest.

Spirit Pact Feature

Starting at 10th level. You can compel all creatures around you to become your thralls. You can use the spell mass suggestion once per long rest.

Spirit Pact Feature

Starting at 14th level. Your spirits of chaos can enter the dead. You can use your action to touch a dead humanoid. That creature is then subject to your wishes. This feature lasts until you use it again or if they become subject to a dispel magic, remove curse or a revive effect with the time of the corpse not exceeded. The statistics has the intelligence, wisdom and charisma of a commoner, all other fits with either a zombie or skeleton.

Spirit Pact Feature

Starting at 18th level. You can use the dark magics of the mighty cults. Once per short rest you can use the spell summon fiend.

DM note

The spirits are not all knowing. Most were ordinary people when they lived. Remember this with Omens and the explorers spirit pact feature at 10th level

References

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