Magic Talent, Tome of Metamagic D&D5e

by Larry2233

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Magic Talent

The Meta Casters

A small halfling is chased by two ghouls, she is about to escape after a long journey, she turns around and puts all she has left into a twinned disintegration, turning her chasers into dust before falling exhausted outside the tomb.

The human is surrounded by gnolls in the middle of the storm, they taunt and laugh at him. The human quickly draws his wand and casts a fireball centered on himself, yet while the gnolls burn and cry in pain, he stands tall as the flames avoid him as if they were alive.

The elf looks closely at the undead lich, after expending many spells the resistances of the lich waver, she has restraint him, the lich incredulous looks at the elf as she has heightened her spell to overcome him.

From wherever they come from, those who are Meta Casters become the greatest of Magic Users. True Magical Talent comes from the very soul, its the latent power that allows ones will to reshape spells and reality itself.

Preface

This document gives new Features, bringing the Sorcery Points and Metamagics of the Sorcerer to all the Caster Classes of D&D5e, as I found the Metamagics to be just too good, fun and interesting to limit to only one Class (one that gets only 4 Metamagics across 20 Levels).

Creating New Class Options

This Homebrew is an alternative to the "Variant: Spell Points" of the DMG page 288-289, where it shows that you can change and give major Features that increase both the power and versatility of certain Classes.

Martial Caster Gap

There is a gap between Casters and Martial Classes in 5e, one in which the Spellcaster Classes are more useful, powerful and interesting to play, although the gap is smaller in D&D5e than in previous Editions of D&D, the gap still exists, and this Homebrew inarguably increases the gap in favor of Spellcasters.

To fix this gap, and give Martial Classess similar enhancements to make them just as interesting to play, use Martial Might, another one of my Homebrews.

Martial Might, Tome of Battle

Magical Talent as a Treasure

You can give the Magical Talent Features as a reward for completing adventures, meeting a mythic NPC, or attending some sort of Magical University, which can be more satisfactory and mechanically interesting than any Magic Item (which can often be boring or break the game).

MAGIC TALENT

Classes by Category

This is the categorization for the Classes in D&D5e, to determine the Spellcaster Levels you gain from them.

Spellcaster Class

Spellcaster Classes have Spell Slots of 1st to 9th Level in their base progression (without a Subclass).


Bard, Cleric, Druid, Sorcerer, Warlock and Wizard
Each Level in a Spellcaster Class gives you a Spellcaster Level.

Half Spellcaster Class

Half Spellcaster Classes have Spell Slots of 1st to 5th Level in their base progression (without a Subclass).


Artificer, Paladin and Ranger
Each Level in a Half Spellcaster Class gives you half a Spellcaster Level (rounded up).

Martial Class

Martial Classes do not possess any Spell Slots in their base progression (without a Subclass).


Barbarian, Fighter, Monk and Rogue
Each Level in a Martial Class doesn't give any Spellcaster Levels, unless you choose a Spellcaster Subclass.

Variant: Replacing Subclass

If you feel Magic Talent is too strong, you can make Players have to choose between a Subclass or Magic Talent.

Spellcaster Subclass

Spellcaster Subclasses are exclusive to Martial Classes, these Subclasses give Spells of 1st to 4th Level, and a resource to use them (such as Spell Slots, Ki Points, etc).


Fighter: Eldritch Knight (PHB)


Monk: Way of the Four Elements (PHB)


Rogue: Arcane Trickster


Each Level in a Martial Class with a Spellcaster Subclass gives you one third of a Caster Level (rounded up).

Homebrew Classes

As a general rule, review the Class and compare it with the previous categories to see in which one it fits best.

For example: The Blood Hunter: Profane Soul gains Spells and Spell Slots with a progression of one third of the Warlock, it is a Spellcaster Subclass.

Monk

As a Monk: Way of the Four Elements, with Flexible Casting you can convert Ki Points to Mana Points, and you can use your Mana Points to Cast your Spells. You cannot turn Mana Points into Ki Points, only into Spell Slots to Cast immediately.

Warlock

As a Warlock, with Flexible Casting you can create Spell Slots of lower Level, allowing you more flexibility in your Casting.

Multiclass

If a Creature uses Multiclass, now the Paladin & Ranger Classes and all Spellcaster Subclasses round down their Spellcaster Level.

MAGIC TALENT

Magical Talent

As a Meta Caster you learn Metamagics fueled by Mana Points to reshape your Spells or have wondrous Effects.

Spellcaster Level

Your Spellcaster Level is determined in Classes by Category.

Mana Points

You have a number of Mana Points equal to your Spellcaster Level, as shown on the Magic Talent table.

You regain all your expended Mana Points when you finish a Long Rest.

Known Metamagics

You know a number of Metamagics as shown in the Magical Talent table.

To learn a Metamagic, you must have access to its Caster Level, and meet any prerequisites it has (if any), and you can only take the same Metamagic once.

Each time your Spellcaster Level increases, you can replace one Metamagic you know with a different one.

Flexible Casting

You can expend your Mana Points to regain Spell Slots that you have expended or vice versa.

Creating Spell Slots. As a Bonus Action, you can expend a number of Mana Points as shown on the Mana Spell Conversion table to regain one expended Spell Slot, up to your maximum amount of Spell Slots. You cannot regain Spell Slots of 6th-Level or higher.

Creating Mana Points. As a Bonus Action, you can expend one Spell Slot to regain a number of expended Mana Points as shown on the Mana Spell Conversion table, up to your maximum amount of Mana Points.

Mana Spell Conversion
Spell Slot Mana Points
Cantrip 0
1st 2
2nd 3
3rd 4
4rd 5
Spell Slot Mana Points
5th 6
6th 7
7th 8
8th 9
9th 10
Variant: Slots Converted to Mana Points

If you as GM want to make the Sorcerer stand out, or if you want to use the "Variant: Spell Points" of the DMG page 288-289, I personally recommend my own Variant: Mana Points.

Simply combine the Mana Points of that document with the ones from the Magical Talent Feature for the total. This makes the system overall more simple to use and remember.

Magical Talent
Caster Level Mana Points Metamagics Known
1st 1 1
2nd 2 1
3rd 3 2
4th 4 2
5th 5 3
6th 6 3
7th 7 3
8th 8 3
9th 9 4
10th 10 4
11th 11 4
12th 12 4
13th 13 5
14th 14 5
15th 15 5
16th 16 5
17th 17 6
18th 18 6
19th 19 6
20th 20 6

Sorcerous Talent

Replaces the Sorcerer Font of Magic 2nd-Level, Metamagic 3rd-Level and Sorcerous Restoration 20th-Level Features

Metamagics Known

As a Sorcerer you learn twice the amount of Metamagics Known from the Magical Talent table.

Self Focus

Starting at Sorcerer 1st-Level, you can give or remove from yourself a noticeable Magic Effect (such as an aura, glowing eyes, etc). While you have this Magic Effect active, you count as your own Arcane Focus for Casting any Sorcerer Spell.

Sorcerous Recovery

Once per Long Rest, when you finish a Short Rest you can choose to recover a number of expended Mana Points equal to your Sorcerer Level.

At Sorcerer 20th-Level, you can gain this benefit each time you finish a Short Rest, not just once per Long Rest.

MAGIC TALENT

Metamagics

Metamagics give you new Effects, generally to Spells.

Metamagics per Spell. You can apply only 1 Metamagic once, unless that Metamagic specifies that you can use up to 2 different Metamagics, once each.

Stacked Effects. If a Creature is under the Effects of a Metamagic and gains the Effects of the same Metamagic, the most potent Effect takes place and the other one ends.

Amplified Spell

When you Cast a Spell, you can expend 1 Mana Point to increase the Level at which it is Casted by 1.

When you Cast a Cantrip, you can expend 1 Mana Point to treat it as if you were six Levels above your current Level.

Careful Spell

You can be careful with some Spells, when you use this Metamagic choose one of the following Effects:

Measure. When you reduce any number of Creatures to 0 Hit Points with a Spell, you can expend 1 Mana Point to make them fall Unconscious instead of killing them for this Casting.

Protect. When you Cast a Spell that forces a Saving Throw, you can expend 3 Mana Points to choose a number of Targets of the Spell that are within 30ft of you up to your Spellcasting Modifier (minimum 1) to make them automatically succeed on their Saving Throws against your Spell, and they take no Damage if they would normally take half Damage on a successful Save.

You can use Metamagics with the Measure Effect of the Careful Spell Metamagic, as long as you don't use more than 2 Metamagics on the same Spell. You can also use both of its Effects at once, treating each as a different Metamagic.

Chaotic Spell

When you Cast a Spell of 1st Level or higher, you can expend 1 Mana Point to roll on the Wild Magic Surge table for this Casting (Player's Handbook, page 104).

You can use Metamagics with Chaotic Spell, as long as you don't use more than 2 Metamagics on the same Spell.

Empowered Spell

When you roll the dice for a Damage roll, for regaining Hit Points, or for Temporary Hit Points, of a Spell you Casted, you can expend 3 Mana Points to maximize a number of the dice of the Spell up to your Spellcasting Modifier (minimum 1), threating them as if they had rolled their maximum result.

You can use Metamagics with Empowered Spell, as long as you don't use more than 2 Metamagics on the same Spell.

Frightful Spell

When you Cast a Spell that Targets one or more Creatures, you can expend 3 Mana Points to choose one Target of the Spell, it must succeed on a Wisdom Saving Throw against your Spell Save DC or be Frightened of you until the start of your next Turn.

Focused Spell

When you Cast a Spell that requires Concentration, you can expend 2 Mana Points to give yourself Advantage on any Saving Throw you make to maintain Concentration on it.

You can use Metamagics with Focused Spell, as long as you don't use more than 2 Metamagics on the same Spell.

Heightened Spell

Prerequisite: 5th-Level Character
You can heightened some Spells, when you use this Metamagic choose one of the following Effects:

Overwhelm. When you Cast a Spell that forces a Creature to make a Saving Throw, you can expend 3 Mana Points to give one Target of the Spell Disadvantage on its first Saving Throw.

Seeking. When you make an Attack roll for a Spell, you can expend 2 Mana Points to gain Advantage on the Attack roll.

You can use Metamagics with the Seeking Effect of the Heightened Spell Metamagic, as long as you don't use more than 2 Metamagics on the same Spell. You can also use both of its Effects at once, treating each as a different Metamagic.

Imbued Spell

When you Cast a Spell that has a Range of Self, you can expend a number of Mana Points equal to half the Level at which you Cast the Spell (minimum 1 Mana Point) to instead Cast it with a Range of Touch, your Target must be a willing Creature.

If the Spell requires Concentration, the Target of the Spell must be the one to Concentrate on it instead of the Caster, and if it looses its Concentration the Spell ends.

Immutable Soul

Prerequisite: 9th-Level Character
When you make an Intelligence, Wisdom, or Charisma Saving Throw, you can expend 3 Mana points to gain Advantage on the Saving Throw.

MAGIC TALENT

Incremental Spell

You can reshape the Duration or Range of some Spells, when you use this Metamagic choose one of the following Effects:

Distant. When you Cast a Spell with a Range of 5ft or more, that is not Self, you can expend 1 Mana Point to double its Range.

Extended. When you Cast a Spell that has a duration of 1 Minute or longer, you can expend 1 Mana Points to double its Duration (up to 24 Hours max).

When you Cast a Spell with a Range of Touch, you can expend 1 Mana Points to increase its Range to 30ft.

Magical Guidance

Prerequisite: 5th-Level Character
When you make an Ability Check you can expend 2 Mana Points to gain Advantage on the Ability Check.

Magical Regeneration

Prerequisite: 13th-Level Character
Your body flows with magic. As a Bonus Action, you can expend a number of Mana Points up to half your Caster Level (rounded up). For each Mana Point expended this way, you regain 1d6 Hit Points.

When you use this Metamagic, all scars and imperfections on your skin are healed as if they were never there. You also regenerate chunks of flesh, muscle and small limbs like fingers and eyes. If you have been dismembered, you can reattach large limbs you have lost like legs, tails, and so on, being fully restored instantly.

Magic Touch

As an Action or Bonus Action, you can touch one Non-Magical Weapon and expend 1 Mana Point to imbue it with Magic. For 1 Minute, the Weapon is Magical for the purpose of overcoming Resistances and Immunity to Non-Magical Attacks and Damage.

Restorative Spell

When you Cast a Spell, you can expend 3 Mana Points to choose one of the Targets of the Spell that regained Hit Points or gained Temporary Hit Points from the Spell, and end either one Disease or one of the Blinded, Deafened, Paralyzed or Poisoned Conditions affecting that Target.

Subtle Spell

You can expend 1 Mana Point to Cast a Spell without providing any Somatic or Verbal Components.

Tempestuous Spell

When you Cast a Spell that Targets one or more Creatures, you can expend 3 Mana Points to choose one Target of your Spell, it must succeed on a Strength Saving Throw against your Spell Save DC or be either pushed away from you in a Straight-Line a number of feet equal to 5 times your Spellcasting Modifier (minimum 5ft), be knocked Prone, or both (your choice).

Subtle Spell and Counter/Noticing it

Spells that don't require Components, or only require Material Components (such as with the Subtle Spell Metamagic), cannot be the Target of Counterspell, as Creatures cannot see the exact moment at which the Spell is Casted, only the after Effects of the already Casted Spell.

This can be overcome by Creatures that have Truesight, are immune to lies or deceit, can Detect Magic or have other special Senses/Conditions/Features (at the GMs discretion); thus being able to Counterspell it even if it lacks Verbal and Somatic Components from the Caster.

MAGIC TALENT

Timed Spell

You can reduce or increase the Casting Time of some Spells, when you use this Metamagic choose one of the following Effects:

Lethargic. When you Cast a Spell with a Casting Time of 1 Bonus Action, you can expend 1 Mana Point to instead Cast the Spell as an Action.

Quickened. When you Cast a Spell with a Casting Time of 1 Action, you can expend a number of Mana Points equal to the Level at which you Cast the Spell (minimum 2 Mana Points) to instead Cast the Spell as a Bonus Action.

If you Cast a Cantrip as a Bonus Action with Quickened, you can still use your Action to Cast a Spell of 1st-Level or higher.

Bonus Action Spells

As explained in the Player's Handbook page 202, if you use a Bonus Action to Cast a Spell (such as Misty Step or with the Quickened option of the Timed Spell Metamagic), you can only Cast Cantrips for the rest of that Turn as an Action.

Extra Attack Cantrip. Even if a Feature allows it (such as the Extra Attack of the Wizard, Bladesinging), you cannot replace one Weapon Attack for a Cantrip on the same Turn you use the Quickened option of the Timed Spell Metamagic, if you use it you must use an Action to Cast Cantrips for that Turn.

Its actually recommended to ban it, as it introduces problems down the road, specially with Metamagics.

Transmuted Spell

Prerequisite: 5th-level Character
You can transmute some Spells, when you use this Metamagic choose one of the following Effects:

Change. When you Cast a Spell that deals a Damage type from the following lists, you can expend 1 Mana Point to change the Damage type to another one of the Damage types of that list; For example, if the original Damage type was elemental, it must remain elemental.

Elemental: Acid, Cold, Fire, Lightning, Poison.

Esoteric: Force, Psychic, Necrotic, Radiant, Thunder.

Physical: Bludgeoning, Piercing, Slashing.

Overcome. When you Cast a Spell that deals Damage, you can expend 1 Mana Point to have the Spell ignore Resistance to one of its Damage types for this Casting.

Twinned Spell

When you Cast a Spell that cannot Target more than one Target at the Level at which you Cast it and doesn't have a Range of Self, you can expend a number of Mana Points equal to the Level at which you Cast the Spell (minimum 1 Mana Point for Cantrips) to make the Spell take a second Target within its Range.

Precision Spell

You can be more precise with your Spells, when you use this Metamagic choose one of the following Effects:

Adjacent. When you Cast a Spell that requires a Ranged Spell Attack, you can expend 1 Mana Point to ignore the Disadvantage from having a hostile Creature within 5ft of you or from Targeting Prone Creatures within 30ft of you for this Casting.

Unerring. When you Cast a Spell that requires an Attack roll or a Dexterity Saving Throw, you can expend 1 Mana Point to ignore the Effects of Half Cover and Three-Quarters Cover from Targets within 30ft of you for this Casting.

Vampiric Spell

When you Cast a Spell that deals Damage, you can expend 3 Mana Points to gain a number of Temporary Hit Points equal to half the Damage dealt to a single Target of the Spell (up to twice your Spellcasting Modifier or twice your PB at max, whichever is higher).

Hidding Spells

Stealth and hiding Spells is completely up to the GM, but in most cases Spellcasting should be threated at best as a quick surprise just before combat. Attacks immediately reveal your position in combat, and so should Spells (even whit the Subtle Spell Metamagic, as that is to avoid Counterspell). This happens since the after Effects of Spells travel from the Caster to the Target, being very noticeable: a flying Fireball, mists of a Sleep Spell, or an aura that the Caster sheds. Anyone present with a bit of intuition, even commoners, can notice who is using Magic. Only extremely gullible Creatures, or that lack common sense (such as Constructs and Undead), could be fooled beyond the first round of combat, specially from Spells that are outside the Illusion School.

MAGIC TALENT

Talent for Creatures

If you wish to have Creatures and NPCs also have Magical Talent, then use the following guide.

Meta Casters

Creatures that have Metamagic are called Meta Casters, and to become one, a Creature must have a Spellcaster Level, and have gone through intense study, deep self discovery, and rigorous training, to bring out the power of their own soul into their Casting.

Rarity of Meta Casters. Meta Casters should be a rarity even within Spellcasters in your Settings, to know and understand the soul is among the hardest achievements. The soul is Intelligence, Wisdom and Charisma, the logical objectivity and emotional subjectivity, concepts contrary and complementary to each other that one must embody and balance while they clash.

Otherworldly Creatures. Creatures of other planes or supernatural origin are more likely to be Meta Casters, as they have a deeper connection to Magic, and thus, the soul.

Consciousness. Only Creatures that have consciousness can be Meta Casters, as they must bring the intent of their souls in the reshaping of Spells and reality. Creatures that lack such consciousness, even if they have Innate Spellcasting, are incapable of becoming Meta Casters.

Self Discovery. Not always, but the great majority of Meta Casters are tempered, mature and wise, as to Meta Cast they must understand their souls, and thus, themselves.

Mana Points

A Meta Caster has a number of Mana Points equal to its Spellcaster Level (which is shown, if any, on its stat block).

Metamagics Known

A Meta Casters knows a number of Metamagics depending on its Spellcaster Level, as shown on the Meta Casters table.

Flexible Casting

A Meta Caster can expend its Spell Slots to regain Mana Points it has expended or vice versa.

Creating Spell Slots. As a Bonus Action, a Meta Caster can expend a number of Mana Points as shown on the Mana Spell Conversion table to regain one expended Spell Slot, up to your maximum amount of Spell Slots. Spell Slots of 6th-Level or higher cannot be regained.

Creating Mana Points. As a Bonus Action, a Meta Caster can expend one Spell Slot to regain a number of expended Mana Points as shown on the Mana Spell Conversion table, up to your maximum amount of Mana Points.

Mana Spell Conversion
Spell Slot Mana Points
Cantrip 0
1st 2
2nd 3
3rd 4
4rd 5
Spell Slot Mana Points
5th 6
6th 7
7th 8
8th 9
9th 10
Meta Casters
Spellcaster Level Mana Points Metamagics Known
1st 1 1
2nd 2 1
3rd 3 2
4th 4 2
5th 5 3
6th 6 3
7th 7 3
8th 8 3
9th 9 4
10th 10 4
11th 11 4
12th 12 4
13th 13 5
14th 14 5
15th 15 5
16th 16 5
17th 17 6
18th 18 6
19th 19 6
20th 20 6

CR Adjustment for XP

When making a Creature a Meta Caster, its CR increases a number determined by its Spellcaster Level. This adjustment should only be used to determine its CR for the encounter and the XP awarded to PCs, without any more changes to it.

Spellcaster Level CR Increased
3rd-12th +1
13th-20th +2
MAGIC TALENT

Official Optional Rules

Multiclassing

Your Spellcaster Level determines your number of Mana Points, and the number of Metamagics Known. Your Spellcaster Level is determined in Classes by Category.

If you Multiclass, now any Paladin & Ranger and all Spellcaster Subclasses Levels you have round down their Spellcaster Level.

Simplifying NPC Meta Casters

Since NPCs wont last for multiple Combats like the Player Characters (and some in new books have more limited uses), you can simply ignore the Mana Points, these enemies can use Metamagics with their Spells until they run out of Spells.

Feats

The following are a list of Revised and new Feats, only Metamagic Adept is mandatory, the rest can be used at the GMs discretion:

Ability Increase for Feats

The following Feats now give an Ability Increase of 1, to a maximum of 20, when you choose them as shown on the following table. If a Feat in the following table lists multiple Ability Scores, you choose which one gets the Ability Increase.

Feat Ability Increase
• Artificer Initiate (TCE) Intelligence
• Eldritch Adept (TCE) Intelligence, Wisdom or Charisma
• Healer (PHB) Intelligence or Wisdom
• Prodigy (XGE) Any one
• Inspiring Leader (PHB) Constitution or Charisma
• Skilled (PHB) Any one

Eldritch Adept

Prerequisite: Being able to Cast at least one Spell
Studying occult lore, you have unlocked eldritch power within yourself. You gain the following benefits:

  • Increase your Intelligence, Wisdom or Charisma Score by 1, to a maximum of 20.
  • You learn one Eldritch Invocation option of your choice from the Warlock Class. If the Invocation has a prerequisite, you must meet them to choose that Invocation (a Level prerequisite refers to a Warlock Level). Whenever you reach a Level that grants the Ability Score Improvement Feature, you can replace this Invocation option with another one.
  • If an Invocation specifies that you must use your Charisma Modifier, like the Invocation Agonizing Blast, you can use your Spellcasting Modifier instead.

Metamagic Adept

Prerequisite: Being able to Cast at least one Spell
You've learned how to exert your will on your spells to alter how they function:

  • Increase your Intelligence, Wisdom or Charisma Score by 1, to a maximum of 20.
  • You learn 2 Metamagics of your choice. You can only apply one Metamagic option to each Spell you Cast only once, unless it specifies otherwise. Whenever you reach a Level that grants the Ability Score Improvement Feature, you can replace one of these Metamagic options with another one.
  • You gain 3 Mana Points to expend in Metamagics (these points are added to any Mana Points you have from another source). You regain all expended Mana Points when you finish a Long Rest.

Mystic Attunement

You possess an intuitive understanding of the way magic ebbs and flows within Magic Items, your Body and your Soul. You gain the following benefit:

  • You can Attune to a number of Magic Items equal to your Proficiency Bonus (minimum 4) at the same time.
MAGIC TALENT

Spell Driver

Prerequisites: Being able to Cast at least one Spell
Through intense focus, training, and dedication, you’ve harnessed the techniques of rapid Spellcasting. You gain the following benefit:

  • You can use both your Action and Bonus Action to Cast Spells of 1st Level or higher in the same Turn, ignoring the limitation of only using Cantrips for the rest of the Turn if you Cast a Spell as a Bonus Action. However, if you Cast two or more Spells this way in a single Turn, only one of them can be of 3rd Level or higher.

For example: A 5th-Level Wizard could Cast as an Action the 3rd-Level Fireball Spell, and as a Bonus Action the 2nd-Level Misty Step Spell, both on the same Turn.

Optional Class Features

The following are Optional Class Features, like the ones in TCE, allowed at the GMs discretion:

Breaking Limits

Improvement to the 1st-Level Magical Talent Feature
As a Bonus Action, you can expend a number of Hit Dice to regain one Mana Point for each Hit Die expended.

Meta Preparation

Improvement to the 1st-Level Magical Talent Feature
When you finish a Long Rest, you can replace one Metamagic you know with a different one.

Appendix

Spellcaster Levels by Class

To quickly know how many Spellcaster Levels a Class has, see the following table:

Level Spellcaster Class Half Spellcaster Class Spellcaster Subclass
1st 1 1
2nd 2 1
3rd 3 2 1
4th 4 2 2
5th 5 3 2
6th 6 3 2
7th 7 4 3
8th 8 4 3
9th 9 5 3
10th 10 5 4
11th 11 6 4
12th 12 6 4
13th 13 7 5
14th 14 7 5
15th 15 8 5
16th 16 8 6
17th 17 9 6
18th 18 9 6
19th 19 10 7
20th 20 10 7

*Multiclass Half Spellcasters and Spellcaster Subclasses round down (instead of up) their Spellcaster Level.

MAGIC TALENT

Magical Talent

Become a Meta Caster with this expansion to all Spellcasters.

By Larry2233

Discord: @Larry2233

Reddit: /u/Little-Mist-Walker

Art Credits:

Updates:
Published: v1.0 - 4/01/2024
Last Update: v1.4 - 28/09/2024

 

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