0% found this document useful (0 votes)
16 views13 pages

Sorcerer Subclass

The document outlines four sorcerer subclasses: Aberrant Mind, Clockwork Soul, Divine Soul, and Draconic Bloodline, each with unique abilities and origins. Aberrant Mind sorcerers gain psionic powers influenced by alien forces, while Clockwork Soul sorcerers draw magic from the order of Mechanus. Divine Soul sorcerers possess divine magic linked to celestial ancestry, and Draconic Bloodline sorcerers inherit their powers from dragon ancestry, each subclass offering distinct spells and features as they level up.

Uploaded by

Jan Charvát
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
16 views13 pages

Sorcerer Subclass

The document outlines four sorcerer subclasses: Aberrant Mind, Clockwork Soul, Divine Soul, and Draconic Bloodline, each with unique abilities and origins. Aberrant Mind sorcerers gain psionic powers influenced by alien forces, while Clockwork Soul sorcerers draw magic from the order of Mechanus. Divine Soul sorcerers possess divine magic linked to celestial ancestry, and Draconic Bloodline sorcerers inherit their powers from dragon ancestry, each subclass offering distinct spells and features as they level up.

Uploaded by

Jan Charvát
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 13

Sorcerer subclass

1.Aberrant Mind

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You
can now touch other minds with that power and alter the world around you by using it to
control the magical energy of the multiverse. Will this power shine from you as a hopeful
beacon to others? Or will you be a source of terror to those who feel the stab of your mind
and witness the strange manifestations of your might?
As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with
them? Or did an event later in life leave you shining with psionic awareness? Consult the
Aberrant Origins table for a possible origin of your power.
Aberrant Origins
d6 Origin
You were exposed to the Far Realm's warping
1 influence. You are convinced that a tentacle is now
growing on you, but no one else can see it.
A psychic wind from the Astral Plane carried psionic
2 energy to you. When you use your powers, faint
motes of light sparkle around you.
You once suffered the dominating powers of an
3
aboleth, leaving a psychic splinter in your mind.
You were implanted with a mind flayer tadpole, but
the ceremorphosis never completed. And now its
4
psionic power is yours. When you use it, your flesh
shines with a strange mucus.
As a child, you had an imaginary friend that looked
like a flumph or a strange platypus-like creature. One
5
day, it gifted you with psionic powers, which have
ended up being not so imaginary.
Your nightmares whisper the truth to you: your
6 psionic powers are not your own. You draw them
from your parasitic twin!
Source: Tasha's Cauldron of Everything

Psionic Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as
shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it
doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature
with another spell of the same level. The new spell must be a divination or an enchantment
spell from the sorcerer, warlock, or wizard spell list.
Psionic Spells
Sorcerer Level Spells
1st Arms of Hadar, Dissonant Whispers, Mind Sliver
3rd Calm Emotions, Detect Thoughts
5th Hunger of Hadar, Sending
7th Evard's Black Tentacles, Summon Aberration
9th Rary's Telepathic Bond, Telekinesis
Telepathic Speech
Starting at 1st level, you can form a telepathic connection between your mind and the mind
of another. As a bonus action, choose one creature you can see within 30 feet of you. You and
the chosen creature can speak telepathically with each other while the two of you are within
a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To
understand each other, you each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends
early if you are incapacitated or die or if you use this ability to form a connection with a
different creature.

Psionic Sorcery
Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells
feature, you can cast it by expending a spell slot as normal or by spending a number of
sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires
no verbal or somatic components, and it requires no material components, unless they are
consumed by the spell.
Psychic Defenses
At 6th level, you gain resistance to psychic damage, and you have advantage on saving
throws against being charmed or frightened.
Revelation in Flesh
Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a
bonus action, you can spend 1 or more sorcery points to magically transform your body for 10
minutes. For each sorcery point you spend, you can gain one of the following benefits of your
choice, the effects of which last until the transformation ends:

• You can see any invisible creature within 60 feet of you, provided it isn't behind total
cover. Your eyes also turn black or become writhing sensory tendrils.
• You gain a flying speed equal to your walking speed and can hover. As you fly, your
skin glistens with mucus or shines with an otherworldly light.
• You gain a swimming speed equal to twice your walking speed, and you can breathe
underwater. Moreover, gills grow from your neck or fan out from behind your ears,
your fingers become webbed, or you grow writhing cilia that extend through your
clothing.
• Your body, along with any equipment you are wearing or carrying, becomes slimy and
pliable. You can move through any space as narrow as 1 inch without squeezing, and
you can spend 5 feet of movement to escape from nonmagical restraints or being
grappled.
Warping Implosion
At 18th level, You can unleash your aberrant power as a space-warping anomaly. As an
action, you can teleport to an unoccupied space you can see within 120 feet of you.
Immediately after you disappear, each creature within 30 feet of the space you left must
make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is
pulled straight toward the space you left, ending in an unoccupied space as close to your
former space as possible. On a successful save, the creature takes half as much damage and
isn't pulled.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend
5 sorcery points to use it again.

2.Clockwork Soul
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a
realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone
from your lineage, might have become entangled in the machinations of the modrons, the
orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great
Modron March. Whatever its origin within you, the power of order can seem strange to
others, but for you, it is part of a vast and glorious system.

Source: Tasha's Cauldron of Everything


Clockwork Magic
You learn additional spells when you reach certain levels in this class, as shown on the
Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count
against the number of sorcerer spells you know. These spells can’t be replaced when you gain
a level in this class.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature
with another spell of the same level. The new spell must be an abjuration or a transmutation
spell from the sorcerer, warlock, or wizard spell list.
Clockwork Spells
Sorcerer Level Spells
Alarm, Protection from Evil and
1st
Good
3rd Aid, Lesser Restoration
Dispel Magic, Protection from
5th
Energy
Freedom of Movement, Summon
7th
Construct
9th Greater Restoration, Wall of Force
In addition, consult the Manifestations of Order table and choose or randomly determine a
way your connection to order manifests while you are casting any of your sorcerer spells.
Manifestations of Order
d6 Manifestation
1 Spectral cogwheels hover behind you.
2 The hands of a clock spin in your eyes.
3 Your skin glows with a brassy sheen.
Floating equations and geometric objects overlay
4
your body.
Your spellcasting focus temporarily takes the form of
5
a Tiny clockwork mechanism.
The ticking of gears or ringing of a clock can be heard
6
by you and those affected by your magic.
Restore Balance
Starting at 1st level, your connection to the plane of absolute order allows you to equalize
chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20
with advantage or disadvantage, you can use your reaction to prevent the roll from being
affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain
all expended uses when you finish a long rest.
Bastion of Law
Starting at 6th level, you can tap into the grand equation of existence to imbue a creature
with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to
create a magical ward around yourself or another creature you can see within 30 feet of you.
The ward lasts until you finish a long rest or until you use this feature again.
The ward is represented by a number of d8s equal to the number of sorcery points spent to
create it. When the warded creature takes damage, it can expend a number of those dice, roll
them, and reduce the damage taken by the total rolled on those dice.
Trance of Order
Starting at 14th level, you gain the ability to align your consciousness to the endless
calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the
duration, attack rolls against you can't benefit from advantage, and whenever you make an
attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as
a 10.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you
spend 5 sorcery points to use it again.
Clockwork Cavalcade
At 18th level, you summon spirits of order to expunge disorder around you. As an action, you
summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or
other constructs of your choice. The spirits are intangible and invulnerable, and they create
the following effects within the cube before vanishing:

• The spirits restore up to 100 hit points, divided as you choose among any number of
creatures of your choice in the cube.
• Any damaged objects entirely in the cube are repaired instantly.
• Every spell of 6th level or lower ends on creatures and objects of your choice in the
cube.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7
sorcery points to use it again.

3.Divine Soul
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers
within the soul. Having such a blessed soul is a sign that your innate magic might come from a
distant but powerful familial connection to a divine being. Perhaps your ancestor was an
angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align
with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine
magic.
A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an
outsider who commands celestial power, these sorcerers can undermine the existing order by
claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious
power. In these lands, ecclesiastical positions are dominated by a few bloodlines and
preserved over generations.

Source: Xanathar's Guide to Everything


Divine Magic
Your link to the divine allows you to learn spells normally associated with the cleric class.
When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level
or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You
must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell
for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or
neutrality. You learn an additional spell based on that affinity, as shown below. It is a
sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If
you later replace this spell, you must replace it with a spell from the cleric spell list.
Affinity Spell
Good Cure Wounds
Evil Inflict Wounds
Law Bless
Chaos Bane
Neutrality Protection from Evil and Good
Favored by the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with
an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can’t use it again until you finish a short or long rest.
Empowered Healing
Starting at 6th level, the divine energy coursing through you can empower healing spells.
Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points
a spell restores, you can spend 1 sorcery point to reroll any number of those dice once,
provided you aren't incapacitated. You can use this feature only once per turn.
Angelic Form
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from
your back. While the wings are present, you have a flying speed of 30 feet. The wings last
until you're incapacitated, you die, or you dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature determines the appearance of the
spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings
for neutrality.

Unearthly Recovery
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you
have fewer than half of your hit points remaining, you can regain a number of hit points
equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest.

4.Draconic bloodline
Your innate magic comes from draconic magic that was mingled with your blood or that of
your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty
sorcerer of ancient times who made a bargain with a dragon or who might even have claimed
a dragon parent. Some of these bloodlines are well established in the world, but most are
obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some
other exceptional circumstance.

Source: Player's Handbook


Dragon Ancestor
At 1st level, you choose one type of dragon as your ancestor. The damage type associated
with each dragon is used by features you gain later.
Draconic Ancestry
Dragon Color Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check
when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to
emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again
whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you
aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your
draconic ancestry, add your Charisma modifier to one damage roll of that spell. At the same
time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a
flying speed equal to your current speed. You can create these wings as a bonus action on
your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to
accommodate them, and clothing not made to accommodate your wings might be destroyed
when you manifest them.
Draconic Presence
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing
those around you to become awestruck or frightened. As an action, you can spend 5 sorcery
points to draw on this power and exude an aura of awe or fear (your choice) to a distance of
60 feet. For 1 minute or until you lose your concentration (as if you were casting a
concentration spell), each hostile creature that starts its turn in this aura must succeed on a
Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until
the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24
hours.

5.Shadow Magic
You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You
might trace your lineage to an entity from that place, or perhaps you were exposed to its fell
energy and transformed by it.
The power of shadow magic casts a strange pall over your physical presence. The spark of life
that sustains you is muffled, as if it struggles to remain viable against the dark energy that
imbues your soul.
Source: Xanathar's Guide to Everything

Shadow Sorcerer Quirks


At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a
quirk for your character.
d6 Quirk
1 You are always icy cold to the touch.
When you are asleep, you don't appear to breathe
2
(though you must still breathe to survive).
3 You barely bleed, even when badly injured.
Your heart beats once per minute. This event
4
sometimes surprises you.
You have trouble remembering that living creatures
5
and corpses should be treated differently.
6 You blinked. Once. Last week.
Eyes of the Dark
From 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count
against your number of sorcerer spells known. In addition, you can cast it by spending 2
sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see
through the darkness created by the spell.
Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you
difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving
throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use
this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Hound of Ill Omen
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your
foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to
target one creature you can see within 120 feet of you. The hound uses the dire wolf’s
statistics, with the following changes:

• The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
• It appears with a number of temporary hit points equal to half your sorcerer level.
• It can move through other creatures and objects as if they were difficult terrain. The
hound takes 5 force damage if it ends its turn inside an object.
• At the start of its turn, the hound automatically knows its target’s location. If the
target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll
initiative for the hound. On its turn, it can move only toward its target by the most direct
route, and it can use its action only to attack its target. The hound can make opportunity
attacks, but only against its target. Additionally, while the hound is within 5 feet of the target,
the target has disadvantage on saving throws against any spell you cast. The hound
disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5
minutes.
Shadow Walk
At 14th level, you gain the ability to step from one shadow into another. When you are in dim
light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space
you can see that is also in dim light or darkness.

Umbral Form
Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself
into a shadowy form. In this form, you have resistance to all damage except force and radiant
damage, and you can move through other creatures and objects as if they were difficult
terrain. You take 5 force damage if you end your turn inside an object.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if
you dismiss it as a bonus action.
6.Wild magic
Your innate magic comes from the wild forces of chaos that underlie the order of creation.
You might have endured exposure to some form of raw magic, perhaps through a planar
portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were
blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of
your birth, with no apparent cause or reason. However it came to be, this chaotic magic
churns within you, waiting for any outlet.
Source: Player's Handbook
Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of
untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a
sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create
a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if
it normally requires concentration, it doesn't require concentration in this case; the spell lasts
for its full duration.
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on
one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest
before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild
Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then
regain the use of this feature.

Bend Luck
Starting at 6th level, you have the ability to twist fate using your wild magic. When another
creature you can see makes an attack roll, an ability check, or a saving throw, you can use
your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus
or penalty (your choice) to the creature's roll. You can do so after the creature rolls but
before any effects of the roll occur.
Controlled Chaos
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever
you roll on the Wild Magic Surge table, you can roll twice and use either number.
Spell Bombardment
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage
for a spell and roll the highest number possible on any of the dice, choose one of those dice,
roll it again and add that roll to the damage. You can use the feature only once per turn.
Wild Magic Surge
d100 Effect d100 Effect
Roll on this table at the A spectral shield hovers
start of each of your near you for the next
turns for the next minute, granting you a
01-02 51-52
minute, ignoring this +2 bonus to AC and
result on subsequent immunity to Magic
rolls. Missile.
For the next minute, you
You are immune to being
can see any invisible
03-04 53-54 intoxicated by alcohol for
creature if you have line
the next 5d6 days.
of sight to it.
A modron chosen and
controlled by the DM
Your hair falls out but
appears in an unoccupied
05-06 55-56 grows back within 24
space within 5 feet of
hours.
you, then disappears I
minute later.
For the next minute, any
flammable object you
You cast Fireball as a 3rd-
touch that isn't being
07-08 level spell centered on 57-58
worn or carried by
yourself.
another creature bursts
into flame.
You cast Magic Missile as You regain your lowest-
09-10 59-60
a 5th-level spell. level expended spell slot.
Roll a d10. Your height
changes by a number of
For the next minute, you
inches equal to the roll. If
11-12 61-62 must shout when you
the roll is odd, you
speak.
shrink. If the roll is even,
you grow.
You cast Confusion You cast Fog Cloud
13-14 63-64
centered on yourself. centered on yourself.
For the next minute, you Up to three creatures
regain 5 hit points at the you choose within 30
15-16 65-66
start of each of your feet of you take 4d10
turns. lightning damage.
You grow a long beard
made of feathers that You are frightened by the
remains until you sneeze, nearest creature until
17-18 67-68
at which point the the end of your next
feathers explode out turn.
from your face.
Each creature within 30
feet of you becomes
You cast Grease centered invisible for the next
19-20 69-70
on yourself. minute. The invisibility
ends on a creature when
it attacks or casts a spell.
Creatures have You gain resistance to all
21-22 disadvantage on saving 71-72 damage for the next
throws against the next minute.
spell you cast in the next
minute that involves a
saving throw.
Your skin turns a vibrant A random creature
shade of blue. A Remove within 60 feet of you
23-24 73-74
Curse spell can end this becomes poisoned for
effect. 1d4 hours.
You glow with bright
An eye appears on your
light in a 30-foot radius
forehead for the next
for the next minute. Any
minute. During that time,
25-26 75-76 creature that ends its
you have advantage on
turn within 5 feet of you
Wisdom (Perception)
is blinded until the end
checks that rely on sight.
of its next turn.
For the next minute, all You cast Polymorph on
your spells with a casting yourself. If you fail the
27-28 time of 1 action have a 77-78 saving throw, you turn
casting time of 1 bonus into a sheep for the
action. spell's duration.
You teleport up to 60 Illusory butterflies and
feet to an unoccupied flower petals flutter in
29-30 79-80
space of your choice that the air within 10 feet of
you can see. you for the next minute.
You are transported to
the Astral Plane until the
end of your next turn,
after which time you You can take one
31-32 return to the space you 81-82 additional action
previously occupied or immediately.
the nearest unoccupied
space if that space is
occupied.
Each creature within 30
Maximize the damage of feet of you takes 1d10
the next damaging spell necrotic damage. You
33-34 83-84
you cast within the next regain hit points equal to
minute. the sum of the necrotic
damage dealt.
Roll a d10. Your age
changes by a number of
years equal to the roll. If
35-36 the roll is odd, you get 85-86 You cast Mirror Image.
younger (minimum 1
year old). If the roll is
even, you get older.
1d6 flumphs controlled
by the DM appear in
unoccupied spaces You cast Fly on a random
37-38 within 60 feet of you and 87-88 creature within 60 feet of
are frightened of you. you.
They vanish after 1
minute.
You become invisible for
the next minute. During
You regain 2d10 hit that time, other
39-40 89-90
points. creatures can't hear you.
The invisibility ends if
you attack or cast a spell.
You turn into a potted
plant until the start of
your next turn. While a
plant, you are If you die within the next
incapacitated and have minute, you immediately
41-42 91-92
vulnerability to all come back to life as if by
damage. If you drop to 0 the Reincarnate spell.
hit points, your pot
breaks, and your form
reverts.
For the next minute, you
Your size increases by
can teleport up to 20 feet
43-44 93-94 one size category for the
as a bonus action on
next minute.
each of your turns.
You and all creatures
within 30 feet of you
You cast Levitate on
45-46 95-96 gain vulnerability to
yourself.
piercing damage for the
next minute.
A unicorn controlled by
the DM appears in a You are surrounded by
47-48 space within 5 feet of 97-98 faint, ethereal music for
you, then disappears 1 the next minute.
minute later.
You can't speak for the
next minute. Whenever You regain all expended
49-50 99-00
you try, pink bubbles sorcery points.
float out of your mouth.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy