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Planeswalkers
Jace Beleren by Aleksi Briclot
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### # Contents ###
- ### [
3
GM Advice and Introduction
](#intro) - [
3
Might of the Planeswalkers
](#might) - ### [
4
Planeswalker Class
](#class) - ##### [
5
Table: The Planeswalker
](#class-table) - ##### [
4
Class Features
](#features) - [
4
Spellcasting
](#spellcasting) - [
4
Mana
](#mana) - [
4
Planeswalking
](#Planeswalking) - [
4
Land Attunement
](#Land-Attunement) - [
4
Planar Sense
](#Planar-Sense) - [
4
Summoning
](#summoning) - [
4
Ability Score Improvement
](#ASI) - [
4
Extra Attunement
](#Extra-Attunement) - [
4
Locus of Mana
](#capstone) - ### [
8
More on Mana and Color
](#mana-more) - ### [
14
Variant Rules
](#variant)
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## Credits
[Original](https://www.gmbinder.com/share/-LXfassdpvXs27Gb3MNo/-LXgEyFxd7nLatgI8zM2) **written** by G.H. Trace Webster III
**Updated** by DarkDaemon
Incorporating Summoning from AetherSpike's [Planeswalker](https://www.reddit.com/r/DnD/comments/br9s3s/dd_5e_planeswalker_class_homebrew/)
___ **Special Thanks** to *[Discord of Many Things](https://discord.gg/domt)* *IlluminatedSeraph* *NASA | Technically a Celestial* *lucifer*, & *LamboCryBaby*
**Cover Art:** *[Jace Beleren](https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=205960)* by [Aleksi Briclot](https://www.artstation.com/aleksi)
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GM Advice and Introduction
The Planeswalker is intended to function within a party of entirely Planeswalkers, and a campaign centered around such. The basic Planeswalking rules presented in Plane Shift function serviceably to allow for Planeswalkers, but fail to capture many of the thematics I enjoy about Magic: The Gathering and Planeswalkers. The following class is not balanced with other classes, and changes some assumptions about how 5e works, including possibly adding a new Ability Score and skills for that ability score. I hope you enjoy this class - and, GMs, if a player asks to use this in a non-Planeswalking game - **Don't let them.** For a planeswalker more suited for standard play, see the [Original Planeswalker](https://www.gmbinder.com/share/-LXfassdpvXs27Gb3MNo/-LXgEyFxd7nLatgI8zM2) written by G.H. Trace Webster III. ##
Might of the Planeswalkers As written, a Planeswalker is already a mighty character - a solid step above most character classes, with their broad spell selection and versatile attunements. There are, however, settings and stories that assume Planeswalkers are mightier still; and some where Planeswalkers have more skill with blades or thievery than magic. Here are some options for GMs that want that sort of campaign. ### Multiclassing A simple option to allow for non-caster Planeswalkers is to simply allow/encourage multiclassing. You may want to consider increasing ability score generation, so characters can more easily be competent Planeswalkers and warriors/rogues/traditional mages. Generally, when multiclassing into a spellcasting class, Planeswalkers **don't** count as a spellcasting class for spell slots, but they **can** cast Planeswalker spells with other class spell slots, and use Mana to cast other classes' spells - even if they don't know any Planeswalker spells of that level. Multiclassing into Planeswalker requires a Spark Score of 13 minimum, and does not gain any proficiencies. \columnbreak ### Gestalt For more powerful Planeswalkers, or to encourage diversity (a good idea in an all-planeswalker group!), you may wish to utilize Gestalt rules, which allow a character to take multiple classes per level. Require that any gestalt level must have Planeswalker as one of the classes.
See the following for advice: [The older, 3.5 rules for Gestalt.](http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm) [GM Binder: Gestalt for 5e](https://www.gmbinder.com/share/-MT2sxgDTonnoJXusFoe)
With the 5e rules, consider using Variant Saving Throws, option 1. #### Partial Gestalt A full 20 levels of gestalt results in Planeswalkers closer to 'oldwalkers'. For less mighty campaigns, consider partial gestalt - gaining gestalt levels only at certain points, and allowing for any class options in between. A good choice might be gestalt at level 1, at every level divisble by 3 thereafter, and 20. (1,3,6,9,12,15,18,20). This results in 8 levels of a secondary class - enough to pick up Extra Attack for a martial secondary, or Improved Summoning and some Land Attunement for a secondary Planeswalker. TODO How ASI functions in a partial gestalt is left as an exercise to the reader.
GM Advice | Planeswalkers
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Planeswalker
A planeswalker is a being who possesses a planeswalker's spark. Planeswalkers can be born at random in any sapient species, with no outward signs of their latent power. There is an incredibly remote chance that any given sentient, natural being may be born with a planeswalker's spark. When that being is put through a period of extreme stress — in many cases death — the spark can trigger, causing the individual to ascend and become a planeswalker. The defining trait of planeswalkers is the ability to magically travel between separate places, planes, worlds, and even universes with ease, while the vast majority of people throughout the multiverse are not even aware that other worlds beside their own exist. ##
Class Features As a Planeswalker, you gain the following class features: #### Hit Points ___ - **Hit Dice:** 1d6 per Planeswalker level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per planeswalker level after 1st #### Proficiencies ___ - **Armor:** none - **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows - **Tools:** none ___ - **Saving Throws:** Choose two from Constitution, Charisma, and Spark - **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, Religion, Summon Acquisition, and Planeswalking #### 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 dungeoneer’s pack or *(b)* an explorer’s pack - Two daggers \columnbreak ###
Spellcasting Your planeswalker's spark has ignited, and left an indelible mark on you, infusing you with arcane magic. This font of magic, called Mana, fuels your spells. #### Cantrips At 1st level, you know three cantrips of your choice from ANY spell list, as long as they fall under a Color of Mana you have access to. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of **[Table: The Planeswalker.](#class-table)** At any level, you may change as many of your cantrips known for other ones, as long as they fall under a Color of Mana you have access to. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from ***ANY*** spell list, as long as they fall under a Color of Mana you have access to. The Spells Known column of **Table: The Planeswalker** shows when you learn more planeswalker spells of your choice. Each of these spells must be of or below the level listed in the Highest Spell Level Known column of **Table: The Planeswalker**. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level from ***ANY*** spell list, as long as they fall under a Color of Mana you have access to. The colors of Mana are more philosophical than concrete. Generally speaking, colors are associated with schools of magic or elemental types and effects: ***White Mana*** is used for Abjuration, healing effects, many protective effects, some buff effects, radiant damage, and some cleric spells. ***Red Mana*** is used for Evocation, fire, lightning and thunder, many emotion-affecting spells and haste/speed spells. ***Black Mana*** is used for Necromancy, necrotic and acid damage, and most evil spells. ***Green Mana*** is used for Conjuration and Transmutation, some buff effects, poison, some regenerative effects, and many druid spells. ***Blue Mana*** is used for Illusion, Enchantment, and Divination, flight, and many mind-affecting effects. Additionally, when you gain a level in this class, you can choose one of the planeswalker spells you know and replace it with another spell from ***ANY*** spell list, as long as they fall under a Color of Mana you have access to, which also must be of a level at or below your highest spell level known. #### Casting with Colored Mana **Table: The Planeswalker** shows how many points of Colored Mana you have to cast your spells of 1st level and higher. To cast one of these planeswalker spells, you must expend a number of Mana points (that MUST match the color of Mana that corresponds to the school of the spell) of the spell’s level, plus a number of Mana points (which may be of any color, or even colorless) equal to the level of the spell slot you want to use to cast the spell. You regain all expended points of Mana when you finish a long rest.
Classes | Planeswalkers
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##### The Planeswalker | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Colored Mana | Colorless Mana | Highest Spell Level Known | Max Summon CR |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Mana, Planeswalking, Land Attunement (1) | 3 | 2 | 4 | — | 1 | - | 2nd | +2 | Planar Sense | 3 | 3 | 8 | 2 | 1 | - | 3rd | +2 | Summoning | 3 | 4 | 12 | 3 | 2 | 1/2 | 4th | +2 | Ability Score Improvement | 3 | 5 | 16 | 4 | 2 | 1 | 5th | +3 | Land Attunement (2) | 4 | 6 | 20 | 5 | 3 | 1 | 6th | +3 | Mana | 4 | 7 | 24 | 6 | 3 | 1 | 7th | +3 | Improved Summoning | 4 | 8 | 28 | 7 | 4 | 3 | 8th | +3 | Ability Score Improvement | 4 | 9 | 32 | 8 | 4 | 4 | 9th | +4 | Improved Planeswalking | 4 | 10 | 36 | 9 | 5 | 4 | 10th | +4 | Mana | 5 | 11 | 40 | 10 | 5 | 5 | 11th | +4 | Land Attunement (3) | 5 | 12 | 44 | 11 | 6 | 5 | 12th | +4 | Ability Score Improvement | 5 | 12 | 48 | 12 | 6 | 6 | 13th | +5 | Frequent Planeswalking | 5 | 13 | 52 | 13 | 7 | 6 | 14th | +5 | Mana | 5 | 13 | 56 | 14 | 7 | 7 | 15th | +5 | Extra Attunement | 5 | 14 | 60 | 15 | 8 | 7 | 16th | +5 | Ability Score Improvement | 6 | 14 | 64 | 16 | 8 | 8 | 17th | +6 | Land Attunement (4) | 6 | 15 | 68 | 17 | 9 | 8 | 18th | +6 | Mana | 6 | 15 | 72 | 18 | 9 | 9 | 19th | +6 | Ability Score Improvement | 6 | 16 | 76 | 19 | 9 | 9 | 20th | +6 | Locus of Mana | 6 | 16 | 80 | 20 | 9 | 10
> ##### Mana -Based Spellcasting Example > For example, if you know the 3rd level spell *Fireball*, and want to cast it using a 5th level spell slot - for the increased damage - you must spend three points of Red Mana (*Fireball* is a 3rd level evocation spell, and Red Mana is the color of Mana associated with the school of evocation - ergo three Red Mana ) to pay the Mana Cost for casting a 3rd level spell, and five additional points of Mana of any color to pay for casting the spell at a 5th level spell slot. > Three Red Mana and Five Mana of any color \columnbreak #### Spellcasting Ability Select one of Wisdom, Charisma or Intelligence as your spellcasting ability for your planeswalker spells, representing your unique approach to Planeswalking and the Multiverse. You use your chosen ability whenever a spell refers to your spellcasting ability. In addition, you use your chosen ability modifier when setting the saving throw DC for a planeswalker spell you cast and when making an attack roll with one. **Spell Save DC** = 8 + your proficiency bonus + your chosen ability modifier ##### [Spark](#spark) See Variant Rules for using the Spark Ability Score. #### Spellcasting Focus You can use an arcane focus as a spellcasting focus for your planeswalker spells. \pagebreakNum ###
Mana You possess the ability to cast spells by using colored Mana . You have an amount of colored Mana based on your level, as shown in the Colored Mana column of **Table: The Planeswalker**. Each time you gain a level, you may distribute your colored Mana however you see fit between any colors you have access to. At 1st level, you may choose one color of Mana that you have access to. You may only learn spells whose school belongs to a color you have access to. See Spells known for an overview of Mana colors and their associated schools and effects. Each color of Mana you have access to comes with a special ability related to that color. **White**: When you gain access to White Mana, you can cast the *Resistance* Cantrip once with this trait and regain the ability to do so when you finish a long rest. **Black**: When you gain access to Black Mana, you can cast the *Spare the Dying* Cantrip once with this trait and regain the ability to do so when you finish a long rest. **Red**: When you gain access to Red Mana, you can cast the *Fire Bolt* Cantrip once with this trait and regain the ability to do so when you finish a long rest. **Blue**: When you gain access to Blue Mana, you can cast the *Guidance* Cantrip once with this trait and regain the ability to do so when you finish a long rest. **Green**: When you gain access to Green Mana , you can cast the *Shillelagh* Cantrip once with this trait and regain the ability to do so when you finish a long rest. When you reach 6th level, and again at 10th, 14th, and 18th level, you gain new abilities related to the use of Mana. At each of these levels, choose one of the following abilities: **Additional Mana Color:** You choose one additional color of Mana that you have access to. You also gain the special ability listed above for having access to that color of Mana . **Mana Color Expertise:** You add +1 to spell attack rolls made with spells of one chosen color of Mana. **Mana Color Power:** You add +1 to the spell save DC for spells of one chosen color of Mana. **Mana Color Specialization:** You add your Spellcasting Ability bonus to damage dealt by spells of one chosen color of Mana. This may be selected only once per Color of Mana. ###
Planeswalking The signature ability of the Planeswalker is to travel the length and breadth of the multiverse. Such travel is not perfectly reliable, but experienced Planeswalkers learn to control it. As a 10 minute ritual, a Planeswalker can travel to any Plane in the multiverse.
You can Planeswalk once per long rest.
At 9th level, you can now Planeswalk as a 1 minute ritual, or as a reaction when you are about to take damage that would drop you to 0 hit points. If used as a reaction, the DC is 10 or the damage taken, whichever is higher. You cannot control your destination.
Starting at 13th level, you can Planeswalk once per short rest. \columnbreak ###
Land Attunement Planeswalkers can attune themselves to mystical loci - swathes of land teeming with mana. This attunement functions similarly to attuning to a magic item - requiring a short rest doing nothing but. Only one Planeswalker can attune to a given mystical loci - duels are frequently fought over attunement rights. The benefit of attunement is usually mana - 2 to 5 - that recovers on a short rest. Often it is colored by the geography - Plains are White, Swamps are Black, Mountains are Red, Islands and Oceans are Blue, Forests are Green. More exotic loci can provide other benefits. Planeswalkers gain dedicated attunement slots for loci, but can also use regular magic item attunement to attune to a loci. You have 1 dedicated Land slot at 1st level, 2 at 5th, 3 at 11th and 4 at 17th. ###
Planar Sense Your growing familiarity with the multiverse means that you can always recognize what Plane you're on if you've been there before, as well as the rough direction to locations on the Plane you've been. ###
Summoning At third level, you gain the ability to call a servant to aid you. You have to have acquired the summoned creature, and each color has an associated creature type attached to it. Use this [Creature Type List](http://www.smileylich.com/mtg/magocracy/Magocracy_C1.html) as a guide. By default, simply seeing a creature is enough to acquire it, but see [summon acquisition](#summonSkill) for a variant rule. The strongest creature you can summon is CR one quarter your Planeswalker level. Alternatively, you can summon a greater number of weaker creatures: * Two of half your max CR * Four of one quarter your max CR * Eight of one eight of your max CR With a 1 minute ritual, and paying colored mana equal to the CR + 1, and an equal amount of colorless mana, you may summon any creature you have acquired. This ability requires concentration, like a spell. The summoned creature listens to your commands and carries them out to the best of their abilities. They disappear after 1 hour, when their HP becomes 0, or you lose concentration. They can be dismissed as a bonus action on your turn. Creatures summoned using this ability cannot act on the first turn they are present. You control summoned creatures’ movements and actions.
At 7th level, the maximum CR rises to one half your Planeswalker level. Additionally, you may pick 3 creatures you have acquired. Summoning these creatures requires only an action, though the mana costs remain unchanged. You may change what creatures you can summon quickly when you gain a level in Planeswalker.
Classes | Planeswalkers
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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.
###
Extra Attunement At 15th level, your practice with attuning to loci and your connection with the multiverse grant you an additional Attunement slot that can be used for magic items or loci. ###
Locus of Mana At 20th level, you regain 2d4 expended colorless Mana whenever you finish a short rest. \pagebreakNum #
More on Mana and Color What color a given spell, effect, or creature falls under is an art, a science, and a philosophical conundrum. Expert designers argue, iterate, and improve upon the color wheel. The previous sections went a little into Magic: The Gathering color theory, and here are some additional resources: * [Wiki page on Color](https://mtg.fandom.com/wiki/Color) * [2021 Mechanical Color Pie](https://magic.wizards.com/en/articles/archive/making-magic/mechanical-color-pie-2021-10-18) * [List of official Magic articles on Color](https://magic.wizards.com/en/articles/archive/making-magic/lets-talk-color-pie-2021-10-11) The above resources are focused on MtG and require some translation to DnD. ## [White](https://mtg.fandom.com/wiki/White) White is generally Lawful Good, and has many cleric-like effects. ### Spells and Effects Damage prevention, healing, rules-setting. All cure wound and healing word spells, most abjuration, most radiant damage is white. Many buff spells are white. ### Creatures Angels, Archons, Lawful Good Dragons, Good Giants, Pegasi, Unicorns, some birds #### Classes Ordinary humans, good knights, good clerics, soldiers, some monks. ## [Blue](https://mtg.fandom.com/wiki/Blue) Blue is generally Lawful, sometimes Lawful Evil. Blue focuses on perfection, knowledge, research and control. Most divination, illusion, and enchantment spells are blue. Stealth and technology are often blue. ### Spells and Effects Magic affecting magic is almost always blue: * Counterspell * Detect Magic * Antimagic Field Mind control, illusions, divinations are usually blue. ### Creatures Aquatic creatures, including Merfolk and squid. Shapeshifters such as dopplegangers. Creatures created by magic that are not undead, such as Homunculi. Some birds. Some spirits. Water elementals. #### Classes Artificers, some monks, Pirates, some rogues, many wizards. \columnbreak ## [Black](https://mtg.fandom.com/wiki/Black) Black is the color of immorality, power, and selfishness. Though not inherently evil, it often leans that way. ### Spells and Effects Almost all necromantic and death effects are black. Acid and poison is black. Many demons, and especially demonic bargains, are black. ### Creatures Demons, Gorgons, Hags, Imps, Undead, evil Lycanthropes, nocturnal creatures such as bats, vermin, swamp creatures such as frogs, venemous/disease creatures such as scorpions. #### Classes Assassins, evil clerics, evil knights, mercenaries, some rogues ## [Red](https://mtg.fandom.com/wiki/Red) Above all else, Red values freedom. It is associated with chaos, direct damage, aggression, the short-term, and martial superiority. ### Spells and Effects Speed and haste, many emotion control effects, short-lived bursts of power are often red. Direct spell damage is very red. Fire, lightning, and thunder are usually red. ### Creatures Goblins, Cyclopes, many dragons/drakes, Devils, Dwarves, many Giants, Kobolds, Minotaurs, Orcs, Phoenixes #### Classes Barbarians and berserkers, and some shamans, artificers, and warriors ## [Green](https://mtg.fandom.com/wiki/Green) Green accepts the world as it is, with a focus on nature. ### Spells and Effects Strength, growth, and regeneration. Some poison. Manipulating plants, and spells affecting the earth/land. Some spells that target flying creatures. ### Creatures Elves, woodland creatures, centaurs, dryads, satyrs, trolls, some lycanthropes, dinosaurs, cockatrices, most animals, hydras, spiders, wurms #### Classes Many archers, all druids, some monks, many scouts, many shamans, some warriors
Classes | Planeswalkers
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Variant Rules
New Ability Score: Spark GMs may elect that instead of using an existing ability score, **Planeswalkers** have an additional attribute, called **spark**, representing the overall strength of their Planeswalking ability. This is their spellcasting ability, and affects their ability to summon and planeswalk. #### Adjustments to stat generation ##### Rolling Rolling is the most straightforward - simply generate one additonal ability score. ##### Array Add an additional 13 to the array: Stat Array: **15, 14, 13, 13, 12, 10, 8** For higher-power campaigns, provide an additional instance of the third-highest score. ##### Point Buy Provide an additional **5** points, for a total of **32**.
For higher-power campaigns, increase the total by 5. ### New Skills Planeswalkers have access to two new skills, both governed by the **Spark** ability. These skills are optional, and GMs may decide to simply allow Planeswalkers to walk safely and acquire summons with no effort or roll. #### Planeswalk A Planeswalk check is made when attempting to Planeswalk. Even without much training and with a weak spark, a Planeswalker is likely to be able to do so, but their control over their destination is limited. Whenever planeswalking, only one check needs to be made. A GM may set Planeswalking DCs as they wish, or use the following table as a guideline: ##### Planeswalking DCs
| Planeswalking Activations | DC | |:---:|:-----------:| | Planeswalk *somewhere* | DC 5 | | **Control Destination Plane:** | | | Previously visited | DC 10 | | Following another Planeswalker aiding you
(automatically arrive at their location) | DC 10 | | Following another Planeswalker, not aiding you
(automatically arrive at their location) | DC 15 | | Extensively studied or with a focus from the plane | DC 15 | | Based on description | DC 20 | | **Control Arrival Location:** | **DC Modifier** | |:---:|:-----------:| | Previously visited, general location | +2 | | Near someone you know
(they may make a spark saving throw to prevent your arrival at their location, but not their plane) | +5 | | Previously visited, exact location | +5 | | Exact location near previously visited | +7 | | Unvisited location, general | +10 | | Unvisited location, exact | +20 | An uncontrolled arrival location is generally the same place the Planeswalker first appeared or left the Plane, but is up to the GM. On a failed roll, the Planeswalker can roll a Spark Save, DC equal to the Planeswalking DC without Control Arrival Location modifiers. Success means they can decide to abort the walk. If they fail or decide not to abort, they are likely to end up in a random plane in the multiverse - generally not catastrophic, but sometimes a dangerous result for the unprepared. They may also be sent into the Blind Eternities.
Summon Acquisition
Summon Acquisition checks are made to acquire new beings to summon. There are two methods: ##### Visual Summon Acquisition Upon simply perceiving a creature, a Planeswalker can roll Summon Acquisition with a DC of
**10 + twice the Creature's CR** to acquire it. ##### Passive A Planeswalker has a passive summon acquisition of
**10 + Summon Acquisition Modifier**. Use this score to determine if they acquired a creature they saw in passing, and a general metric for what CR they have widely available - that is, a Planeswalker has wide access to creatures of CR of half of their Summon Acquisition modifier. ##### Ritual Summon Acquisition As a 10 minute ritual, a Planeswalker can acquire a creature that remains within 5 feet of them for the duration of the ritual. This often requires a helpless or willing creature (or at least a docile one). The ritual is obvious, with verbal, somatic, and material components (an arcane focus may be used as usual). The DC to acquire the creature is **equal to the creature's CR**.
Additional Rules | Planeswalkers
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Free Your Spark
In the storyline of Magic: The Gathering, planeswalkers are among the most powerful beings in the multiverse. Within the game, they represent the thematic identities of the players - each player is supposed to be a planeswalker. With the Guildmaster's Guide to Ravnica now in play, many people may want to play as one of these iconic Arcane spellcasters in their Dungeons & Dragons game. Now is your chance, with a base of the Sorcerer class, but incorporating a simple system to use colored Mana to cast spells, here is my version of THE PLANESWALKER! I hope you enjoy this, I'm sure it's not perfect.
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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