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Warlock Revision
\pagebreak # Warlock Revised
##### Warlock | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known | |:----:|:---:|:---|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Otherworldly Patron, Pact Magic, Mystic Arcanum (1st level) | 2 | 2 | 1 | 1st | ─ | | 2nd | +2 | Eldritch Invocations | 2 | 3 | 1 | 1st | 2 | | 3rd | +2 | Pact Boon, Eldritch Arcana, Mystic Arcanum (2nd level) | 2 | 4 | 1 | 2nd | 2 | | 4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 | | 5th | +3 | Eldritch Arcana, Mystic Arcanum (3rd level) | 3 | 6 | 2 | 3rd | 3 | | 6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 | | 7th | +3 | Eldritch Arcana, Mystic Arcanum (4th level) | 3 | 8 | 3 | 4th | 4 | | 8th | +3 | Ability Score Improvement | 3 | 9 | 3 | 4th | 4 | | 9th | +4 | Mystic Arcanum (5th level) | 3 | 10 | 3 | 5th | 5 | | 10th | +4 | Otherworldly Patron feature | 4 | 11 | 3 | 5th | 5 | | 11th | +4 | Eldritch Arcana, Mystic Arcanum (6th level) | 4 | 12 | 4 | 5th | 5 | | 12th | +4 | Ability Score Improvement | 4 |13 | 4 | 5th | 6 | | 13th | +5 | Mystic Arcanum (7th level) | 4 | 14 | 4 | 5th | 6 | | 14th | +5 | Otherworldly Patron feature | 4 | 15 | 5 | 5th | 6 | | 15th | +5 | Mystic Arcanum (8th level) | 4 | 16 | 5 | 5th | 7 | | 16th | +5 | Ability Score Improvement | 4 | 17 | 5 | 5th | 7 | | 17th | +6 | Mystic Arcanum (9th level) | 4 | 18 | 6 | 5th | 7 | | 18th | +6 | | 4 | 19 | 6 | 5th | 8 | | 19th | +6 | Ability Score Improvement | 4 | 19 | 6 | 5th | 8 | | 20th | +6 | Eldritch Master | 4 | 20 | 6 | 5th | 8 |
## Class Features As a Warlock, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Warlock level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warlock level after 1st #### Proficiencies ___ - **Armor:** light armor - **Weapons:** simple weapons - **Tools:** none ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - **(a)** a light crossbow and 20 bolts or **(b)** any simple weapon - **(a)** a component pouch or **(b)** an arcane focus - **(a)** a scholar's pack or **(b)** a dungeoneer's pack - Leather armor, any simple weapon, and two daggers \pagebreakNum ### Otherworldly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice: - Archfey - Celestial - Fiend - Great Old One - Hexblade - Kraken (UA) - Lurker in the Deep (UA) - Noble Genie (UA) - Raven Queen (UA) - Seeker (UA) - Undying ___ Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. ### Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. #### Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. #### Spell Slots The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. #### Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so 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 warlock spell you cast and when making an attack roll with one \columnbreak
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Charisma modifier
#### Spellcasting Focus You can use an arcane focus as a spellcasting focus for your warlock spells. ### Mystic Arcanum At 1st level, your patron bestows upon you a magical secret called an arcanum. Choose one 1st-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: - one 2nd-level spell at 3rd level, - one 3rd-level spell at 5th level, - one 4th-level spell at 7th level, - one 5th-level spell at 9th level, - one 6th-level spell at 11th level, - one 7th-level spell at 13th level, - one 8th-level spell at 15th level, - and one 9th-level spell at 17th level. ___ You regain all uses of your Mystic Arcanum when you finish a long rest. ### Eldritch Invocations In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to warlock level, not character level. \pagebreakNum ### Pact Boon At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. #### Pact of the Blade You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. #### Pact of the Chain You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own. #### Pact of the Tome Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. #### Pact of the Star Chain (UA) *Prerequisite: Seeker Patron* The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the Augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian. #### Pact of the Talisman (UA) Your patron gives you a special amulet, a talisman that can aid you, or anyone else who wears it, when the need is great. When the wearer makes an ability check with a skill in which they lack proficiency, they can add a d4 to the roll. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die. ### Eldritch Arcana Your Pact Boon gives you additional benefits at certain levels. You gain the following features at 3rd, 5th, 7th, and 11th level depending on your Pact Boon ## Pact of the Blade #### Improved Pact Weapon At 3rd level, You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. #### Thirsting Blade Starting at 5th level, You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. #### Eldritch Smite At 7th level, once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller. #### Lifedrinker Starting at 11th level, when you hit a creature with your pact weapon, the creature takes extra radiant or necrotic damage equal to your Charisma modifier (minimum 1). You chose the damage type when you gain this feature. \pagebreakNum ## Pact of the Chain #### Bond of the Chain Master At 3rd level, When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: - the familiars AC, Hit bonus, Damage bonus, Saving trows and Skill proficiencies each increase by an amount equal to your Proficiency bonus - the familiars Hit points increase by an amount equal to your Charisma moddifier times your Warlock level ___ #### Hand of the Chain Master Starting at 5th level, you and your familiar fight as a team in combat. Whenever you take the Attack action on your turn, you can send one of your cantrips to your familiar(no action required). On it's turn, your familliar can use it's action to cast that cantrip using your attack bonus and save DC. you must send your familliar a cantrip again before it can use this ability another time. #### Voice of the Chain Master At 7th level, you can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. #### Heart of the Chain Master Starting at 11th level, whenever you or your familiar regain hit points while your familiar is within 100 feet of you, you gain the following benefits: - Treat any dice rolled to determine the Hit points regained as having rolled their maximum value for you and your familiar. - Whenever you or your familiar regain Hit points, the other heals for the same amount ## Pact of the Tome #### Book of Ancient Secrets Starting at 3rd level, you can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. Additionally, you can use your Book of Shadows as an Arcane focus for your warlock spells. #### Pages of Power At 5th level, your Book of Shadows funktions as a Ring of spell storing with the following changes: - The Book can store up to half your warlock level (rounded up) levels worth of Spells. - You chose the spells stored in it from any classes spell list at the end of a long rest, and none of the spells can be 6th level or higher. - A creature other than yourself can't store a spell into your Book. - The spells use your spell save DC, spell Attack bonus, and Spellcasting Ability. ___ #### Smoldering Pages At 7th level, when you cast a cantrip, you can quicken it to cast it as a bonus action. You can use this feature a number of times equal to your charisma moddifier #### Book of True Names Beginning at 11th level, your Book of Shadows can give you information about the people and creatures you meet on your adventures. While your Book of Shadows is on your person, you can use your action to choose a creature you can see within 30 feet of you, as well as three characteristics from the following list: - Its name (if it has one) - One of its ability scores - Its total class levels (if it has any) - Its current attitude towards you (friendly, indifferent, or hostile) - Any diseases or conditions currently affecting it - A piece of its history - One of its personality traits (if it has any) ___ You can choose the same characteristic multiple times, if doing so would be appropriate. The characteristics you chose instantly appear in your Book of Shadows. They disappear from your book after 24 hours or if you use this feature again. 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 short or long rest. Additionaly you can cast the sending spell at will, targeting a creature whose name and face you know. You write your message into your book, and their answer appears on the opposite side of the page. ### 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. \pagebreakNum ### Eldritch Master At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. ### Additional Eldritch Invocations #### Ally of Nature *Prerequisite: 9th level* You can cast awaken once using a warlock spell slot. You can’t do so again until you finish a long rest. #### Arctic Cowl *Prerequisite: 5th level* As a bonus action, you can cause frost to wreath your body for 1 minute. At the start of each of your turns while the arctic cowl is active, you deal cold damage equal to your Charisma modifier (minimum of 0) to any creature grappling you or any creature grappled by you. While wreathed in frost, you have advantage on Strength (Athletics) checks but disadvantage on Dexterity (Sleight of Hand) checks. Once you use this invocation, you can’t use it again until you finish a short or long rest. #### Ascendant Presence You can cast command once using a warlock spell slot. You can’t do so again until you finish a long rest. #### Astounding Vigor You gain proficiency in the Acrobatics and Athletics skills. #### Binder of Wills *Prerequisite: 9th level* You can cast planar binding once using a warlock spell slot. You can’t do so again until you finish a long rest. #### Book of Eldritch Secrets *Prerequisite: 12th level, Pact of the Tome* You learn two extra spells of your choice from either the warlock spell list or your expanded patron spell list. These spells must be of a level you can cast with a warlock spell slot, and the chosen spells don’t count against the number of spells you know for the class. #### Book of Unfettered Lore *Prerequisite: 15th level, Pact of the Tome* For any invocations that grant spells that use warlock spell slots, you can ignore any restrictions that limit how often those spells can be cast per long rest. #### Booming Aura *Prerequisite: 5th level, booming blade cantrip* When you cast the cantrip booming blade, all creatures within 5 feet of you must make a Constitution saving throw. On a failed save, a creature takes thunder damage equal to your Charisma modifier (minimum of 0). \columnbreak #### Breaker and Banisher *Prerequisite: 9th level* You can cast dispel evil and good once using a warlock spell slot. You can’t do so again until you finish a long rest. #### Burning Mantle *Prerequisite: 5th level* As a bonus action, you can cause ethereal flames to wreath your body for 1 minute. At the start of each of your turns while these flames are active, you deal fire damage equal to your Charisma modifier (minimum of 0) to any creature grappling you or any creature grappled by you. While wreathed in flames, you have advantage on Dexterity (Acrobatics) checks but disadvantage on Dexterity (Stealth) checks. Once you use this invocation, you can’t use it again until you finish a short or long rest. #### Chilling Blast *Prerequisite: eldritch blast cantrip* At the start of your action when you cast the eldritch blast cantrip, you can change the damage type of the eldritch blast to cold damage instead of force damage. This cold blast can freeze upto 1 cubic foot of water not being worn or carried. #### Combat Aura *Prerequisite: 18th level, Pact of the Blade* If you make an attack roll with your pact weapon without disadvantage and miss a target within range of the weapon on a die roll of 2 or higher, the target takes force damage equal to your Charisma modifier (minimum of 0). However, the attack is still considered a miss and triggers no other weapon or attack effects. #### Corrosive Blast *Prerequisite: eldritch blast cantrip* At the start of your action when you cast the eldritch blast cantrip, you can change the damage type of the eldritch blast to acid damage instead of force damage. This acid blast can melt upto 1 cubic foot of organic matter not being worn or carried. #### Discerning Gaze *Prerequisite: 9th level* You can cast detect evil and good at will, without expending a spell slot or material components. #### Eldritch Battle Magic *Prerequisite: 15th level, Pact of the Blade* If you use your action to cast a warlock cantrip or spell using either a spell slot or invocation, then you can use your bonus action to either create and/or summon your pact weapon or make a weapon attack with your pact weapon. This invocation does not come into play when casting spells using your Mystic Arcanum feature. #### Eldritch Knowledge You gain proficiency in the Arcana and Religion skills. #### Fade Away into Shadow *Prerequisite: 5th level* You can take the disengage action as a bonus action. \pagebreakNum #### Fiery Blast *Prerequisite: eldritch blast cantrip* At the start of your action when you cast the eldritch blast cantrip, you can change the damage type of the eldritch blast to fire damage instead of force damage. This fire blast can potentially ignite any flammable material not being worn or carried. #### Friend of the Wild You gain proficiency in the Animal Handling and Medicine skills. #### Fulminate Blast *Prerequisite: eldritch blast cantrip* At the start of your action when you cast the eldritch blast cantrip, you can change the damage type of the eldritch blast to either lightning or thunder damage instead of force damage. This lightning blast can melt upto 1 cubic foot of sand or other particulate matter not being worn or carried into glass, and the thunder blast can shatter upto 1 cubic foot of nonmagical glass or crystal not being worn or carried and can be heard up to 100 feet away. #### Gift of the Hunter *Prerequisite: 5th level* When you spend 1 minute or more observing a creature, you have advantage on any Wisdom (Survival) skill checks to track that specific creature until the end of your next short or long rest. You can also cast pass without trace once without expending a spell slot. You regain the ability to do so when you finish a long rest. #### Green-Flame Chain *Prerequisite: 5th level, green-flame blade cantrip* When you cast the cantrip green-flame blade, flames leap from the second creature the cantrip targets to a third within 5 feet of it inflicting fire damage equal to your Charisma modifier. #### Knower of Secrets *Prerequisite: 9th level* You can cast legend lore once using a warlock spell slot. You can’t do so again until you finish a long rest. #### Knowing Gaze You gain proficiency in the Insight and Perception skills. #### Marshal Storm *Prerequisite: 9th level* You can cast steel wind strike once using a warlock spell slot. You can’t do so again until you finish a long rest. #### Master of Many Chains *Prerequisite: 12th level, Pact of the Chain* You gain a second familiar of the same type as the one you already have. Your second familiar doesn't benefit from your Bond of the Chain Master feature #### Minions of Stone and Steel *Prerequisite: 9th level* You can cast animate objects once using a warlock spell slot. You can’t do so again until you finish a long rest. #### One with the Wind *Prerequisite: 7th level* Unless incapacitated, you are under the effect of the feather fall spell. You can also cast feather fall once without expending a spell slot. You regain the ability to do so when you finish a long rest. #### Otherworldly Skill *Prerequisite: 5th level* You double your proficiency bonus for two skills you are already proficient in unless another feature has already doubled the proficiency bonus of those skills. #### Otherworldly Speed *Prerequisite: 5th level* You can cast haste once using a warlock spell slot. You can’t do so again until you finish a long rest. #### Phantom Grasp *Prerequisite: mage hand cantrip* You can use your action to grapple a creature up to size large or smaller with your mage hand by making an athletics check using your Charisma modifier instead of Strength contested by an athletics or acrobatics check from the target creature. #### Second Pact Weapon *Prerequisite: 15th level* You can bond or create a second pact weapon, and summon both pact weapons to your hands at the same time. #### Seeker of Knowledge You gain proficiency in the History and Investigation skills. #### Servants of the Green Path *Prerequisite: 7th level* You can cast conjure woodland beings once using a warlock spell slot. You can’t do so again until you finish a long rest. #### Spectral Shield *Prerequisite: 9th level* You can cast shield of faith on yourself at will, without expending a spell slot or material components. #### Speed of Shadows *Prerequisite: 5th level* You can take the dash action as a bonus action. #### Superior Mystic Arcanum *Prerequisite: 18th level, Pact of the Tome* You select a second 6th-level Mystic Arcanum spell, and once per long rest, you regain the use of your 6th-level Mystic Arcanum at the end of a short rest. #### Terrifying Spectacle You gain proficiency in the Intimidation and Performance skills. #### Unerring Blast *Prerequisite: 15th level, eldritch blast cantrip* When you cast the eldritch blast cantrip, and one of your spell attacks misses its target, you can use your bonus action to make another attack roll in an attempt to hit the creature you missed. \pagebreakNum #### Untamed Understanding You gain proficiency in the Nature and Survival skills. #### Voice of the Rune Master *Prerequisite: 15th level* You can cast tongues on yourself at will, without expending a spell slot or material components. #### Witching Blade *Prerequisite: Pact of the Blade* You can use your Charisma modifier instead of your Strength or Dexterity modifiers for attack and damage rolls made with your pact weapon. #### Working in Shadow You gain proficiency in the Sleight-of-Hand and Stealth skills. #### Pact Shield *Prerequisite: Pact of the Blade feature* When summoning a 1-Handed weapon as your pact weapon, you can additionally summon a pact shield, alternatively You can transform one Magic shield into your pact shield while performing your pact blade ritual. You can then dismiss the shield, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient shield in this way. The shield ceases being your pact shield if you die, if you perform the 1-hour ritual on a different shield, or if you use a 1-hour ritual to break your bond to it. The shield appears at your feet if it is in the extradimensional space when the bond breaks. Starting at Lv.7 this shield grants an aditionall +1 bonus to your AC, unless it is a magic shield that already has a bonus to your AC. #### Eldritch Hook *prerequisite: eldritch blast cantrip* when you hit anything with eldritch blast you can pull yourself 10 feet closer \pagebreakNum
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##### Adittional Inspiration [Warlock revision by Irda Ranger](https://www.enworld.org/threads/revised-warlock.606518/) [Warlock revision by u/TextuallyExplicit](https://www.reddit.com/r/UnearthedArcana/comments/6umw26/the_warlock_revised_a_heavy_revision_of_the_5e/) [Pact of the chain expansion by Sceptine](https://www.gmbinder.com/share/-LGvaRqlGEbT0DNSVvlm)