Planar Energy Mechanics

by ItoSora

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Planar Energies

Throughout the multiverse, the singular force that is said to pervade through all of creation is known as 'the weave', the transient for by which magic is made. Another force is Ki, which is cultivated and grown in the bodies of individuals. Other 'forces' exist, however, being most prevalent within the outer planes. Places of concept, and belief, where these forces make up the bones of plane and constantly exude from it. Some of these forces disrupt and negate the weave, while others are dependent on it for its most prevalent effects. All of them are distinct from the magic, however, and are best manipulated by denizens of those planes.

The use of these energies can be seen with spells like 'detect magic' and with special senses such as truesight. If creating the effects of a spell, these energies can be seen mixed in with the school of magic of the spell. The energies themselves aren't readily identifiable through magic, but one who has experienced them before can recognized them when they are used.

Planar Energy Use

Planar energy can only be used a number of times equal to your proficiency bonus per long rest. This can be circumvented in a couple of ways. Unlocking planar energies are an often miraculous and mysterious process, and it is possible to overexert oneselves to use planar energies more than they would normally be able to, gaining levels of exhaustion based on the amount of energy used. You lose all gathered planar energy upon completing a long rest. Each type of planar energy builds in the body in the form of stacks. You can have a maximum amount of planar energy stacks equal to twice your proficiency bonus.

Mechanus - Decree

Rolling Average on rolls, including Attack rolls, ability checks, saving throws, and damage dice (Different sources of damage count separately if they are applying at the same time.) build up stacks of Decree.

You can expend decree in the following ways:

Singular Balance (2 decree)

When you make an attack roll, ability check, or saving throw, before you roll, you can activate this ability and change your roll into a 10 before modifiers.

Mediocre Execution (4 decree)

When you make a damage roll, before you roll, you can choose to make the roll average before modifiers. If there are multiple sources of damage on this roll, you can choose only one source.

Orderly Function (6 Decree)

When you or up to two allied creatures within 30 feet of you make a saving throw, you can choose to make the saving throw 10 before modifiers. You can target an additional creature by expending 2 additional Decree per creature.

Unerring Strike (8 Decree)

When you make an attack roll, you can choose to have the attack automatically hit, dealing average damage.

Gears Eternal Motion (10 Decree)

At the start of your turn, you can use this ability to end any effect causing you to be stunned, paralyzed, restrained, or that reduces your movement speed.

Enforced Balance (12 Decree)

When a creature within 60 feet of you makes an attack roll, ability check, or saving throw, before they roll, you can activate this ability to change their roll into a 10 before modifiers.

Arcadia - Concord

Performing the same action as an allied creature, or using the help action gives you stacks of Concord. You gain only gain one concord stack per creature per round. If a creature casts a spell, it does not have to be the same spell, but it must have the same casting time.

Attack Order (2 concord)

When you take the attack action, you can order an ally to sync up with you. That ally can use their reaction to make a weapon attack against a creature that you targeted during that attack.

Forward March (4 concord)

When you move on your turn or take the dash action, you can target up to two friendly creatures within 30 feet of the space you were in before your movement. Those creatures can use their reactions to move up to their speed toward you. You can target another creature by expending 2 concord for each extra creature.

Synchronized Spell (6 concord)

When you cast a spell, you can call upon your allies to aid in the casting. You can choose any number of friendly creatures within 10 feet of you. Those creatures can expend spell slots as a reaction to increase the level of the cast spell for each level of spell slot extended, to a maximum of 9th level. This consumes the original spell slot used to cast the spell.

Synchronized Save (8 concord)

When you are subjected to an effect that forces you and an allied creature within 60 feet of you to make a saving throw, you can change the allied creature's roll to yours, or change your roll to the allied creature's roll. You can target a second creature by expending 4 concord, changing all rolls to one of the creature's rolls.

Synchronized Strike (10 concord)

When you take the attack action or cast a spell that requires an attack roll, you can target up to five allied creatures within 60 feet of you. Each of those creatures can use their reaction to make a weapon attack, or cast a cantrip with a casting time of one action that requires an attack roll.

Harmonic Convergence (12 concord)

When you make an attack roll, ability check, or saving throw, you can record the roll and bestow it upon up to 5 friendly creatures within 60 feet of you. Before their next long rest, when they would make a roll that was the same as the one you recorded (attack roll, ability check, or saving throw), before they roll, they can replace the roll with the one bestowed upon them.

Mount Celestia - Luster

Dealing Radiant Damage with a spell or ability, healing other creatures, and attacking fiends and undead, and evil creatures generate Luster. Some effects using Luster will call for a save, in which case your Save DC is the same as your Spell Save DC from your class or Race. If you do not have a spell save DC, it is 8+your proficiency bonus+your Wisdom or Charisma modifier(your choice)

Radiant Barrier (2 Luster)

When you are subject to an effect from Hellfire, Unmaking, Apathy, Rapacity, or the Madwinds, you can gain advantage on any saving throws against the effect, and resistance to damage caused by this effect.

Heavenly Might (2 Luster)

You can cast Divine Favor

Benevolent Blessing(2 Luster)

You can cast bless. You can cast the spell at higher levels by expending 2 additional Luster for each level of the spell.

Healing Hands (2 Luster)

As an action, you can touch a creature and bestow a measure of health. The creature is healed for 1d8 hit points. You can expend additional Luster to heal an additional 1d8 for every 2 points of Luster spent.

Light of Celestia (4 Luster)

You can bring a fragment of Celestia's blinding light to bear. As an action, each creature within 30 feet of you that can see you must make a Constitution saving throw. On a failed save, the creature is blinded for one minute. The creature can make a saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that is forewarned can avert their eyes, avoiding the blinding effect entirely. Additionally, for one minute, you shine bright light for 30 feet, and dim light an additional 30 feet. This light as magical and counts as a 3rd level spell for interactions with magical darkness.

Luster Purge (6 Luster)

You can cast Remove Curse

Angelic Weapons (8 Luster)

You can cast Holy Weapon

Lightbringer(8 Luster)

You can cast Dawn or Wall of Light

Nothing is Impossible(10 Luster)

When you make an ability check, you can give yourself +10 to the check. You can use this ability after you make the check, but before you know the results of the check.

Heavensward (12 Luster)

You can cast Holy Aura, without material components.

Bytopia - Inspiration

You gain stacks of Inspiration by succeeding on ability checks that required or were aided by the use of a tool set you have proficiency with, as well as attacking or casting a spell through an item you have created.

Basic Inspiration (2 Inspiration)

You can reroll an attack roll, ability check, or Saving Throw. You must use the new roll.

Basic Maintenance (2 Inspiration)

You can cast Mending, with a casting time of Instantaneous.

Applied Inspiration (4 Inspiration)

You gain a bonus to an ability check involved with creating or researching. This check equals +2, and you can spend additional inspiration to gain +1 to the check for each additional 2 Inspiration you spend.

Soul Guide (4 Inspiration)

You can cast Borrowed Knowledge

Material Shift (6 Inspiration)

You can cast Fabricate

Inspired Creation (8 Inspiration)

You can cast Creation

Elysium - Virtue

You gain Virtue through selfless acts of good or acts against evil creatures. Making ability checks and casting spells to aid creatures, as well making attacks and casting spells against evil creatures will give you stacks of Virtue.

Peaceful Rest (2 Virtue)

At the end of a long rest, you can expend all unexpended Virtue. You and up to 5 creatures of your choice within 60 feet of you gain 1d8 temporary hit points for every 2 Inspiration expended.

Enforced Peace (4 Virtue)

You can cast Calm Emotions

Spiritcall (6 Virtue)

You call upon the retired spirits of the dead to aid the living. You can cast Spirit Guardians or Spirit Shroud. You can cast the spell at higher levels by expending 2 virtue for each additional level of the spell.

Succor of the Blessed Lands (6 Virtue)

You can cast Aura of Purity

Imbue Protection (8 Virtue)

You can cast Dispel Evil and Good

Blessed Meal (10 Virtue)

You can use an action to touch one creature and give them the effects of Heroes' Feast

Hallowed Rest (12 Virtue)

You can activate this feature using an action. Once you use this feature, the next time you rest, the area within 30 feet of you is treated as if it is under the effects of Temple of the Gods until the end of that rest. If your rest is interrupted, this effect ends early.

Beastlands - Instinct

You gain stacks of Instinct by creatures missing you with attacks, succeeding on dexterity saving throws, or using your reaction.

Ready Set (2 Instinct)

When you roll initiative, you can roll with advantage. Alternatively, if you would be surprised, you can use this ability to not be surprised.

Nerves (4 Instinct)

You can gain a sense of it something is watching you. If something is, you learn if it is natural (Humanoid, Beast, Plant) supernatural (Dragon, Giant, Celestial, Fey, Fiend, Elemental,) or unnatural (Construct, Monstrosity, Ooze, Undead,) but not which type, or any details about the creatures identity.

Quick Dodge (4 Instinct)

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evade (6 Instinct)

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can activate this ability - you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Space Between the Seconds (8 Instinct)

Firing on all cylinders, you begin to move faster than your regular limits. You can cast Haste on yourself. When the spell ends or if you lose concentration early, you do not suffer the regular effects of the spell, but instead have to make a DC 13 Constitution saving throw or suffer a level of Exhaustion.

Masterful Reflexes (10 Instinct)

If you have already used your reaction, you can use this ability to take a second reaction. You can only take one reaction per turn.

Ultra Instinct (12 Instinct)

You can cast Foresight on yourself, but its duration is changed to one minute. Once the spell ends, you must make a DC 13 Constitution Saving throw or suffer a level of exhaustion.

Arborea - Vivacity

Healing creatures and yourself (including through hit dice,) reviving creatures from death, succeeding on Constitution Saving throws, and critical hits give you stacks of Vivacity

Burst of Passion (2 Vivacity)

You can gain advantage on a Strength check, or a Performance check. You can use this feature after the first roll, but before you know the results of the check.

Lifesurge (2 Vivacity)

As an Action, you can touch a creature and heal them for 1d12 hit points. You can spend additional vivacity to gain 1d12 for every 2 Vivacity spent.

Empower (4 Vivacity)

You can cast Enhance Ability

Wellspring (6 Vivacity)

You can cast Aura of Vitality

True Display of Skill (8 Vivacity)

You can cast Skill Empowerment on yourself.

Regrowth (10 Vivacity)

You can cast Regenerate

Song of Hope (12 Vivacity)

As an action, a surge of healing energy erupts from you in a 60 radius. Roll 10d10. Creatures of your choice within the radius gain the following benefits:

If the creature is alive, they gain the roll in temporary hit points, and gain 1 hit point if they are at 0 hit points.

If the creature is dead and has not been dead for longer than 1 minute, they are revived and gain the roll in hit points. This ability closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. This ability replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. This ability counts as a force similar to Wish or Divine Intervention for means of death that require them.

Ysgard and Acheron - Fervor

Hitting with attacks, dealing damage, and reducing creatures to 0 hit points grant stacks of fervor.

Next Strike (2 Fervor)

You can make a weapon attack as a bonus action.

Rampage (4 Fervor)

When you reduce a creature to 0 hit points on your turn, you can use a bonus action to move up to your speed to a creature you can see. You gain advantage on your next attack roll against that creature.

Bloodbath (6 Fervor)

As a bonus action, you can enter a state of revelry in the battle you find yourself in. For one minute, each time you deal damage to a hostile creature, you regain your proficiency bonus in Hit Points. This effect ends early if you fall unconscious.

Rallying Charge (8 Fervor)

As an action, you can move all of your allies in a cohesive unit. You move up to your speed, and creatures of your choice within 60ft of your starting point can use their reaction to move up to their speed towards you.

Up the Ante (10 Fervor)

You can cast Tenser's Transformation, but the duration is changed to one minute.

Lord of Battle (12 Fervor)

You can use this ability to take an additional action on your turn. This action can either be the attack action, or the Cast a Spell action to cast a spell that deals damage. You cannot use this ability in the same turn that you use Action Surge.

Limbo - Discord

Rolling a natural 20 or a natural one on an attack roll, ability check, or saving throw, as well as using a spell or feature that creates a random effect, such as chaos bolt, grants stacks of Discord. Some effects using Discord will call for a save, in which case your Save DC is the same as your Spell Save DC from your class or Race. If you do not have a spell save DC, it is 8+your proficiency bonus+your Constitution or Charisma modifier(your choice)

Element Surge (2 Discord)

You can cast Chaos Bolt.

Chaotic Spiral (2 Discord)

When you use a spell or ability that creates a random effect, such as casting chaos bolt or causing a Wild Magic Surge, you can expend Discord to reroll the result once.

Unraveling Weave (4 Discord)

When you cast a spell of first level or higher, you can trigger a Wild Magic Surge.

Elemental Wall (8 Discord)

You call upon the elemental energy in Limbo and bring about a wall of a random element. Roll 1d6. You cast the following spell based on your roll:

d6 Spell
1 Wall of Sand
2 Windwall
3 Wall of Water
4 Wall of Fire
5 Wall of Stone
6 Wall of Force

Summon Random Spirit (10 Discord)

You pull from myriad possibilities to bring an ally to your side. Roll d10. You cast the following spell based on your roll:

d10 Spell
1 Summon Beast
2 Summon Fey
3 Summon Shadowspawn
4 Summon Undead
5 Summon Abberation
6 Summon Construct
7 Summon Elemental
8 Summon Celestial
9 Summon Draconic Spirit
10 Summon Fiend

Manipulate Luck (12 Discord)

When a creature you can see within 60 feet of you rolls an attack roll, ability check, or saving throw, you can cause that roll to be rerolled.

Pandemonium - Madwinds

Dealing Thunder or Psychic damage, as well as succeeding on Wisdom or Intelligence saving throws grant stacks of Madwinds. Some effects using Madwinds will call for a save, in which case your Save DC is the same as your Spell Save DC from your class or Race. If you do not have a spell save DC, it is 8+your proficiency bonus+your Wisdom or Intelligence modifier(your choice)

Whispers on the Wind (2 Madwinds)

You can cast Dissonant Whispers

Call the Light Breeze (4 Madwinds)

You can cast Gust of Wind

Howl of Madness (6 Madwinds)

You can cast Enemies Abound

Howling Winds (8 Madwinds)

You can cast Control Winds. when you do, it produces a cacophony of howling that can be heard up 300 feet away.

White Noise (10 Madwinds)

You can use this ability to ignore the effects of any short or longterm madness afflicting you for 8 hours.

Clarity within the Storm (12 Madwinds)

You can use this ability to ignore the effects of any indefinite madness afflicting you for 24 hours.

The Abyss - Unmaking

Dealing Damage to creatures and reducing creatures to 0 hit points give you stack of unmaking. Some effects using Madwinds will call for a save, in which case your Save DC is the same as your Spell Save DC from your class or Race. If you do not have a spell save DC, it is 8+your proficiency bonus+your charisma modifier.

Elemental Chaos (2 Unmaking)

When you deal cold, fire, or lightning damage with dice rolls, you can expend Unmaking to add an additional damage dice. You can expend additional unmaking to add 1 damage dice per 2 unmaking spent.

Abyssal Resilience (4 Unmaking)

When you make a saving throw against poison or the poisoned condition, you can expend Unmaking to gain advantage on the saving throw. Alternatively, you can expend 2 additional unmaking (for a total of 6) to end the poisoned condition on yourself.

Fiendish Ward (6 Unmaking)

You can cast Protection from Energy

Fiendcaller (8 Unmaking)

You can cast Summon Lesser Demons, Summon Greater Demon, and Summon Fiend (Demon option only.) You can cast the spell at higher levels but expending 2 additional unmaking per additional level of the spell.

Anchor of the Pit (10 Unmaking)

You can cast Plane Shift, but the destination will always be a layer of the abyss. If you do not specify a specific layer, you will go to the first layer, Pazunia.

Unmake Life (12 Unmaking)

When you make an attack roll and roll 15-19 on the d20, you can choose to turn hit into a critical hit if it isn't already.

Carceri - Incarceration

Knocking creatures prone, causing creatures to be stunned, paralyzed, incapacitated, restrained, or unconscious, and reducing creatures' speed gain stacks of Incarceration. Some effects using Incarceration will call for a save, in which case your Save DC is the same as your Spell Save DC from your class or Race. If you do not have a spell save DC, it is 8+your proficiency bonus+your charisma modifier.

Stay Down (2 Incarceration)

You can use this effect to gain advantage on a check to knock a creature prone or to maintain a grapple.

Entrapment (4 Incarceration)

You can cast Snare, without requiring material components. Its casting time is changed to 1 action.

Careful Sedation (6 Incarceration)

You can cast Hypnotic Pattern

Mobile Prison (8 Incarceration)

You can cast Otiluke's Resilient Sphere or Watery Sphere

Planar Lockdown (10 Incarceration)

You can cast Forcecage

True Incarceration (12 Incarceration)

You can cast Imprisonment, without material components, but its duration is changed to 1d100 hours, and the creature you cast it on must be Paralyzed, Incapacitated, or Unconscious.

Hades - Apathy

Reducing creatures' speed, forcing creatures to fail wisdom saving throws, and reducing damage from attacks or abilities against you or other creatures grant you stacks of Apathy.

Dampen Forces (2 Apathy)

When you or a creature within 30 feet of you would take damage, you can use your reaction to reduce that damage by 2d8. You can expend additional Apathy to reduce the damage further by 1d8 for every 2 additional apathy spent.

Drain energy (4 Apathy)

You can cast Absorb Elements

Leaden (6 Apathy)

You can cast Slow

Gray Waste (8 Apathy)

You can cast Enervation

Dampening Field (10 Apathy)

When multiple creatures within 30 feet of you would take damage, you can reduce all damage around you. As a reaction, each creature taking damage in the same instance has that damage reduced by 5d10.

Rend Emotions (12 Apathy)

You can cast Maddening Darkness

Gehenna - Rapacity

Hitting with attacks and succeeding on saving throws grant you stacks of Rapacity.

Ambition (2 Rapacity)

When you make an attack roll, ability check, or saving throw, you can gain advantage on the roll.

Exploitable Talents (4 Rapacity)

You can cast Enhance Ability. When you do so, you can choose to gain advantage on up to 3 types of ability checks. When you do, a willing creature within 30 feet of you gains disadvantage on two of the types you choose for the duration of the spell. You can select multiple creatures to grant disadvantage to, in which they gain disadvantage on one type of checks each.

Self-Motivating (6 Rapacity)

You can cast Intellect Fortress on yourself.

Greedy Knowledge (8 Rapacity)

You can cast Contact Other Plane

Friends in High Places (10 Rapacity)

You can cast Planar Ally

The Nine Hells - Hellfire

Dealing Fire Damage and, dispelling spells and other magical effects, and reducing creatures to 0 hit points grant stacks of Hellfire.

Flames of Baator (2 Hellfire)

When you deal fire damage, you can have that damage ignore resistance. (But not immunity)

Enflamed Mantle (4 Hellfire) As a reaction when you take damage you can call up a mantle of hellfire that roars up around you, protecting you from harm. You reduce the damage that you take from the reaction trigger by 2d12, and until the start of your next turn you deal 2d12 damage to each creature within 5 feet of you that hits you with a weapon attack. You can spend additional hellfire to increase both the reduced damage and the damage you deal by 1d12 for every 2 additional hellfire spent.

Dispersal (6 Hellfire)

You can cast Dispel Magic

Agony Brand (8 Hellfire)

As a bonus action you can brand a creature you can see within 60 feet of you with a hellfire rune. The next time the creature casts a spell within the next minute, it must succeed on a Wisdom Saving Throw or take 4d8 fire damage, plus an additional 1d8 fire damage for every 2 additional hellfire you spend.

True Hellfire (10 Hellfire)

When you deal fire damage, you can have that damage ignore resistances and immunities. Additionally, if the creature or object has any active magical effects, you can immediately dispel one effect (as if casting Dispel Magic at 5th level.)

Dragonsong

You gain an amount of Dragonsong equal to your proficiency bonus when you finish a short or long rest, but you do not lose stacks of Dragonsong when you complete a long rest. Dragonsong is used to fuel spells with the dragonsong tag. Some effects using Dragonsong will call for a save, in which case your Save DC is the same as your Spell Save DC from your class or Race. If you do not have a spell save DC, it is 8+your proficiency bonus+your charisma modifier. If you have a racial feature from being a draconic aligned race (kobold, dragonborn, half-dragon, etc), that has a modifier, you can use the DC of that feature instead.

Enhance Breath (1 Dragonsong)

When you use a breath attack, you can spend Dragonsong up to your proficiency bonus to add one damage dice for each Dragonsong spent, or two damage dice for each dragonsong spent if the damage dice is a d6.

Call Dragon (5 Dragonsong)

When you reach 9th level, you can cast Summon Draconic Spirit. When you reach 11th, 13th, 15th, and 17th levels, you can upcast the spell to 6th, 7th, 8th, and 9th level respectively by spending dragonsong equal to the level of the spell.

Breathstride Exhalation (5 Dragonsong)

When you use your breath weapon, you can activate this ability and meld with it. You and everything you are carrying teleport to any point in the breath's radius.

Dragon's Defenses (6 Dragonsong) When you reach 11th level, you can cast Fizban's Platinum Shield

Devour Magic (8 Dragonsong)

You can cast Dispel Magic. When you successfully dispel a spell this way, you gain 5 temporary hit points for each level of the spell. Or 15 temporary hit points if it is a magical effect that does not have a spell level.

Dragon Mantle (10 Dragonsong) When you reach 13th level, you can cast Draconic Transformation

Optional Rule: Planar Corruption

Certain energies were not meant for the use of mortal souls, and as such use of them run the risk of corrupting the user. Prompting changes to the user's personality and alignment in the short term for the weaker effects, leading all the way up to changing the user into a petitioner of the plane. Corruption effects vary between energies that have them. Corruption for Decree is listed below, but at the DM's discretion, other effects could be applied for Decree and other planar energies.

Decree Corruption

When you finish a long rest, you must make a Charisma Saving Throw with a DC of 10 + (the number of times you've used decree since you last long rest). On a success, nothing happens. On a failure, you gain a stack of Decree Corruption. You lose a stack of corruption each time you complete a long rest without using Decree. A Remove Curse, Greater Restoration, or similar spells remove all stacks of Decree Corruption.

1 Decree Corruption:

You are more inclined to follow laws. You also gain advantage on checks made to find and recall the laws of the land you are in. Additionally, your personality changes to and you gain the inclination to make things more orderly.

2 Decree Corruption:

You are compelled to follow laws. You have disadvantage on ability checks and attack rolls made in pursuit of breaking the laws of the land you are in.

3 Decree Corruption:

You are compelled to be more lawful. Your alignment changes to Lawful Neutral while you have 3 or more stacks of decree corruption. You cannot willingly choose to take an action that will break the law of a land you are in.

4 Decree Corruption:

You are compelled to uphold laws. When you become aware of someone breaking a law or planning to, you are compelled to stop the breaking of that law.

5 Decree Corruption:

The forces of Mechanus have claimed your very soul. You become a Modron or Inevitable in service to Mechanus of a CR equal to your level or lower.

Optional Rule: Multiple Planar Energies

Over the course of their travels and studies, some may find that they can access and make use of multiple planar energies. As rare as it is, inviting multiple and conflicting energies into the body is a recipe for disaster, and only the bold and the foolish have tried with any success. Upon completing a long rest, a character can choose which Planar energy to access, and can only use abilities from that Planar Energy until complete a long rest.

Planar Energy Balancing

Access to Planar energies give power equal to magic items. Starting as an uncommon item when players are level one, and increasing in rarity each time their proficiency bonus goes up. Consider reducing the number of magic items that go to players with access to planar energies, or consider a larger amount of consumable items.

AP Variant

If you use action points, you can use the Action point Variant instead of the normal rules for Planar Energy. Under this variant, characters do not gain stacks of planar energy and do not have a limited amount of uses. They instead can spend AP equal to the original cost of planar energy to activate their features. The features have level requirements when used this way:

  • 1-4 planar energy: 1st level
  • 5-6 planar energy: 5th level
  • 7-8 planar energy: 9th level
  • 9-10 planar energy: 13th level
  • 11+ planar energy: 17th level
Vibe Check

'Planar Energy Mechanics' is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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