Oracle, Variant 2 (5e Class)

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Oracle[edit]

The Oracle is a divine spellcaster who channels the power of their chosen deity to perform miracles and prophesy the future. Oracles are chosen by their deity to carry out a specific mission or goal, which they must fulfill in order to retain their divine powers.

<!-Introduction Leader->[edit]

Creating an Oracle[edit]


Quick Build

You can make a oracle quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Oracle you gain the following class features.

Hit Points

Hit Dice: 1d8 per Oracle level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Oracle level after 1st

Proficiencies

Armor: light armor and shields
Weapons: none
Tools:
Saving Throws: Wisdom and Charisma.
Skills: Choose two: Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Oracle

Level Proficiency
Bonus
Features Cantrip Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Spellcasting, Divine Favor 3 4
2nd +2 Channel Divinity 3 5
3rd +2 Divine Vision, Discipline 3 6 2
4th +2 Ability Score Improvement 3 7 3
5th +3 3 8 3
6th +3 Divine Favor (2d4), Discipline Feature 3 9 3
7th +3 Channel Divinity (2 uses), Discipline Feature 3 10 4 2
8th +3 Ability Score Improvement 3 11 4 2
9th +4 3 12 4 2
10th +4 Discipline Feature 4 13 4 3
11th +4 Divine Favor (3d4), Discipline Feature 4 14 4 3
12th +4 Ability Score Improvement 4 15 4 3
13th +5 4 16 4 3 2
14th +5 Channel Divinity (3 uses), Discipline Feature 4 17 4 3 2
15th +5 4 18 4 3 2
16th +5 Ability Score Improvement, Divine Favor (4d4), Ability Score Improvement 4 19 4 3 3
17th +6 4 20 4 3 3
18th +6 Discipline Feature 4 21 4 3 3
19th +6 Ability Score Improvement 4 22 4 3 3 1
20th +6 Divine Intervention (1/week) 4 23 4 3 3 1
Table:Originally Provided Spell Slot Progression
Level - Spell Slots-
1st 2nd 3rd 4th
1 2 - - -
2 3 - - -
3 4 2 - -
4 4 3 - -
5 4 3 2 -
6 4 3 3 -
7 4 3 3 1
8 4 3 3 2
9 4 3 3 3
10 4 3 3 3
11 4 3 3 3
12 4 3 3 3
13 4 3 3 3
14 4 3 3 3
15 4 3 3 3
16 4 3 3 3
17 4 3 3 3
18 4 3 3 3
19 4 3 3 3
20 4 3 3 3

Spellcasting[edit]

Oracles use divine magic to cast spells. See the rules further on for more information on spellcasting.

Cantrips

The Oracle knows a number of cantrips equal to the number given on the Oracle spell list for their level.

Spell Slots

The Oracle has a limited number of spell slots, which they use to cast spells. The number and level of spell slots increases as the Oracle gains levels.

Note that this table shows the number of cantrips and spells the Oracle knows, as well as the number of spell slots they have available at each level. The specific spells known and prepared are up to the player to decide, based on the Oracle's subclass and individual preferences.

Preparing and Casting Spells

The Oracle prepares their spells after a long rest. They choose a number of spells from the Oracle spell list equal to their level + their Charisma modifier. These are the spells that they have access to until their next long rest. They can cast any of these spells using their available spell slots.

To cast a spell, the Oracle must expend a spell slot of the appropriate level. They then make a spellcasting ability check (using their Charisma modifier) to see if the spell succeeds.

Spellcasting Ability

The Oracle uses Charisma as their spellcasting ability. When casting spells, they use their Charisma modifier for their spell attack rolls and for setting the saving throw DCs of their spells.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Spell attack modifier = your proficiency bonus + your Charisma modifier.
Spellcasting Focus

The Oracle can use an arcane focus or a divine focus as a spellcasting focus for their spells.

Divine Favor[edit]

At 1st level, an Oracle gains the ability to add 1d4 to any attack roll or saving throw they make, once per day. This increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level.

Channel Divinity[edit]

Starting at 2nd level, an Oracle gains the ability to channel their deity's divine power to perform a variety of effects. See the Player's Handbook for more information on Channel Divinity.

Divine Vision[edit]

At 3rd level, an Oracle gains the ability to see into the future, allowing them to make a prediction about the outcome of a situation. The DM determines the accuracy of the prediction based on the situation and the Oracle's level of proficiency in the relevant skill or knowledge.

Discipline[edit]

At 3rd level, you chose a discipline. Choose between Battle Oracle, Prophetic Oracle, Healing Oracle, and Spirit Warden, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 7th, 10th, 11th, 14th and 18th levels.

Ability Score Improvement[edit]

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.

Divine Intervention[edit]

At 20th level, an Oracle gains the ability to call upon their deity to perform a miracle in their behalf. The exact nature of the miracle is up to the DM, but it should be something that is in line with the Oracle's mission and goals.

Battle Oracle[edit]

Battle Oracles are chosen by their deity to be champions of the faith, called to fight against the forces of darkness and protect the innocent. They are skilled in combat, and use their divine powers to smite their enemies and heal their allies.

Battle Oracle Spells
Level Spell
1st thunderwave
3rd enhance ability
5th elemental weapon
7th freedom of movement
9th flame strike
Divine Smite

At 3rd level, a Battle Oracle gains the ability to channel their deity's power into their weapon, adding extra damage to their attacks.

Benefit: You gain the ability to channel your deity's power into your weapon, adding extra damage to your attacks. Usage: When you hit a creature with a melee weapon attack, you can choose to expend one spell slot to deal additional radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. If the target is an undead or a fiend, the extra damage is doubled. You can use this ability a number of times per day equal to your Charisma modifier (minimum of 1). You regain all expended uses of this ability when you finish a long rest. Restrictions: You can only use this ability with a melee weapon attack, and you must declare that you are using this ability before you make the attack roll. DM discretion: The DM has final say on whether the creature you are attacking is an undead or a fiend, and may determine that certain creatures are not affected by this ability. Alternative usage: As a variant, the Battle Oracle can use this ability to empower a ranged weapon attack instead of a melee weapon attack. In this case, the additional damage is force damage instead of radiant damage, and the target does not need to be undead or a fiend to take the extra damage.

Battle Aura

At 7th level, a Battle Oracle gains the ability to create an aura of divine energy that protects and empowers their allies. This aura lasts for a number of rounds equal to the Oracle's Charisma modifier.

Benefit: You gain the ability to create an aura of divine energy that protects and empowers your allies. Usage: As an action, you can choose to activate your Battle Aura, which extends in a 10-foot radius around you. While the aura is active, you and any friendly creatures within the aura gain the following benefits:

  • You and your allies have resistance to one damage type of your choice (e.g., fire, cold, etc.) that you choose when you activate the aura.
  • You and your allies gain a bonus to attack rolls and damage rolls with melee weapons equal to your Charisma modifier.

Duration: The aura lasts for a number of rounds equal to your Charisma modifier (minimum of 1). You can choose to end the aura early as a bonus action. Restrictions: You can only use this ability a number of times per day equal to your Charisma modifier (minimum of 1), and you regain all expended uses of this ability when you finish a long rest. You cannot use this ability while wearing heavy armor or carrying a shield. DM discretion: The DM may determine that certain creatures or environmental effects are not affected by this aura, or may require a saving throw from affected creatures.

Mighty Strike

At 14th level, a Battle Oracle gains the ability to make a single devastating attack that deals double damage. This ability can be used once per day.

Prophetic Oracle[edit]

Prophetic Oracles are chosen by their deity to be the voice of the divine, tasked with delivering messages and warnings to the people. They are skilled in divination magic, and use their powers to uncover hidden truths and foresee the future.

Prophetic Oracle Spells
Level Spell
1st detect magic
3rd zone of truth
5th clairvoyance
7th divination
9th commune
Divine Insight

At 3rd level, a Prophetic Oracle gains the ability to gain insight into a person's thoughts and intentions. This ability allows the Oracle to ask the DM a number of questions about the target, based on the target's level of cooperation and the Oracle's level of proficiency in the relevant skill or knowledge.

Benefit: You gain the ability to gain insight into a person's thoughts and intentions. This ability allows you to ask the DM a number of questions about the target, based on the target's level of cooperation and your level of proficiency in the relevant skill or knowledge. Usage: You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses after completing a long rest. Range: The range of this ability is 30 feet. Target: You can use this ability on a single creature that you can see and that can understand at least one language. Cooperation: The level of cooperation of the target affects the number of questions you can ask and the difficulty of the questions you can ask. If the target is willing and cooperative, you can ask up to 3 questions of any difficulty. If the target is indifferent or suspicious, you can ask up to 2 questions of moderate difficulty. If the target is hostile or actively trying to deceive you, you can ask up to 1 question of low difficulty. Proficiency: The level of your proficiency in the relevant skill or knowledge determines the difficulty of the questions you can ask. If you are proficient in the relevant skill or knowledge, you can ask questions of any difficulty. If you are not proficient, you can only ask questions of low difficulty. Examples of questions: Examples of questions you can ask include: "What is the target's current emotional state?", "What is the target's primary motivation?", "What is the target's plan for the next hour?", "What is the target's true identity?", etc. DM discretion: The DM has final say on what information is revealed through this ability, and may choose to provide incomplete or misleading information if the questions are too difficult or if the target is actively trying to deceive you. Additionally, the DM may determine that some questions are impossible to answer, depending on the circumstances or the target's level of knowledge or awareness.

Divine Aura

At 7th level, a Prophetic Oracle gains the ability to create an aura of divine energy that reveals hidden things and protects against deception. This aura lasts for a number of rounds equal to the Oracle's Charisma modifier.

Divine Prediction

At 14th level, a Prophetic Oracle gains the ability to make a prediction about the outcome of a specific event or situation. This prediction is always accurate and provides the Oracle with detailed information about the event or situation, including potential risks and opportunities.

Healing Oracle[edit]

Healing Oracles are chosen by their deity to be the caretakers of the sick and injured, tasked with healing those in need and easing their suffering. They are skilled in restorative magic, and use their powers to cure ailments and soothe pain.

Class Spells

Healing Oracle Spells
Level Spell
1st cure wounds
3rd lesser restoration
5th mass healing word
7th death ward
9th mass cure wounds
Divine Healing

At 3rd level, a Healing Oracle gains the ability to channel their deity's power to heal themselves or others. This ability can be used a number of times per day equal to the Oracle's Charisma modifier.

Benefit: You gain the ability to channel your deity's power to heal yourself or others. This ability can be used a number of times per day equal to your Charisma modifier (minimum of once). Usage: As an action, you can touch a creature and expend one use of this ability to heal it. The amount of healing is equal to your level plus your Charisma modifier. Alternatively, you can use this ability to heal yourself. Range: The range of this ability is touch. Restrictions: You cannot use this ability on undead or constructs. Scaling: At higher levels, the amount of healing increases as you gain levels in the Oracle class. At 5th level, the amount of healing increases to your level plus twice your Charisma modifier. At 11th level, it increases to your level plus three times your Charisma modifier. At 17th level, it increases to your level plus four times your Charisma modifier. DM discretion: The DM may determine that certain injuries or illnesses require a higher level of healing, or that some creatures are resistant or immune to this type of healing. Alternative usage: As a variant, the Healing Oracle can use this ability to remove a disease or a condition affecting a creature. In this case, the Oracle needs to make a Wisdom (Medicine) check with a DC equal to the challenge rating of the disease or condition. If successful, the disease or condition is removed. The DC and the number of uses of this ability required to remove the disease or condition may vary depending on the specific situation and the DM's discretion.

Divine Blessing

At 7th level, a Healing Oracle gains the ability to create a field of divine energy that restores health and removes negative effects. This field lasts for a number of rounds equal to the Oracle's Charisma modifier.

Benefit: You gain the ability to create a field of divine energy that restores health and removes negative effects. This field lasts for a number of rounds equal to your Charisma modifier (minimum of one round). Usage: As an action, you can create a 20-foot radius sphere of divine energy centered on yourself. The sphere lasts for the duration and moves with you, and it affects all creatures within its radius. Effects: While inside the sphere, all affected creatures regain hit points equal to your Charisma modifier at the start of their turn. Additionally, any negative conditions affecting them are removed at the end of their turn. Scaling: At higher levels, the amount of healing increases as you gain levels in the Oracle class. At 11th level, the affected creatures regain hit points equal to twice your Charisma modifier at the start of their turn. At 17th level, they regain hit points equal to three times your Charisma modifier. Restrictions: You cannot use this ability while under the effects of a silence spell or any other condition that prevents you from speaking. DM discretion: The DM has final say on what negative effects are removed by this ability, and may choose to exclude certain conditions or diseases that are too powerful or that require specific treatments. Additionally, the DM may determine that some creatures are immune or resistant to the effects of the divine energy, depending on their nature or origin. Alternative usage: As a variant, the Healing Oracle can use this ability to create a field of divine energy that grants temporary hit points instead of restoring hit points. In this case, the affected creatures gain temporary hit points equal to your Charisma modifier at the start of their turn, and any negative conditions affecting them are removed at the end of their turn. The duration, range, and scaling of the ability remain the same.

Divine Resurrection

At 14th level, a Healing Oracle gains the ability to bring the dead back to life. This ability can only be used once per week, and requires a significant sacrifice from the Oracle.

Benefit: You gain the ability to bring the dead back to life. This ability can only be used once per week, and requires a significant sacrifice from you. Usage: To use this ability, you must have access to the body of the deceased creature, and you must spend 1 hour in prayer and meditation. At the end of the hour, you must make a Charisma check with a DC equal to 10 + the CR of the creature (or the level of the deceased PC, if applicable). If you succeed, the creature is resurrected with all its hit points restored, as well as any missing body parts or organs. If you fail, the attempt fails and cannot be tried again for another week. Sacrifice: In order to perform the resurrection, you must make a significant sacrifice of your own vitality. You must spend hit points equal to your own maximum hit points, and you suffer a level of exhaustion that cannot be removed by any means until you complete a long rest. If you do not have enough hit points to pay this cost, you cannot perform the resurrection. Restrictions: This ability cannot be used on undead or constructs, and it cannot be used to resurrect a creature that has been dead for longer than 10 days. DM discretion: The DM has final say on whether a creature can be resurrected, and may determine that certain creatures are beyond the power of this ability, or that the cost of the sacrifice is different depending on the specific situation. Alternative usage: As a variant, the Healing Oracle can use this ability to perform a resurrection ritual that restores a deceased creature to life without requiring a body. In this case, the creature's soul must be present and willing to return to the mortal world. The ritual requires 24 hours to complete, during which the Oracle must make a Wisdom (Religion) check with a DC equal to 10 + the CR of the creature (or the level of the deceased PC, if applicable). If successful, the creature is resurrected with all its hit points restored, but suffers a -2 penalty to all ability scores until it completes a long rest. The sacrifice required is the same as in the original version of the ability. The DM has final say on whether a soul is willing to return to life, and may determine that some creatures or situations prevent this from happening.

Spirit Warden[edit]

The Spirit Warden is an Oracle who is closely attuned to the spirits of the natural world. They are able to harness the power of the elements and call upon the aid of the spirits in battle. The Spirit Warden is a protector of the natural world, and they use their powers to defend it against those who seek to exploit or harm it.

Spirit Warden Spells
Level Spell
1st protection from evil and good
3rd speak with dead
5th spirit guardians
7th banishment
9th planar binding

Bonus Proficiencies: At 1st level, you gain proficiency in the Nature and Survival skills.

Channel Spirit

Starting at 1st level, you gain the ability to channel the spirits of the natural world to enhance your spells and abilities. As a bonus action, you can choose one of the following spirits to channel:

You can channel a spirit for a number of rounds equal to your Charisma modifier (minimum of 1). You regain all expended uses of this feature after finishing a long rest.

Protective Aura

At 6th level, you gain the ability to create an aura of protection around yourself and your allies. As an action, you can expend a spell slot to create a 30-foot radius aura that lasts for 1 minute. While the aura is active, you and your allies within the aura have resistance to one damage type of your choice (except psychic).

Spirit Guide

At 14th level, you gain the aid of a powerful spirit guide. You can choose one of the following spirit guides:

Your spirit guide can communicate with you telepathically, and it can take any form that you choose (subject to DM approval). If your spirit guide is killed, you can summon a new one after finishing a long rest.

Elemental Blast

At 18th level, you gain the ability to unleash a devastating blast of elemental energy. As an action, you can choose one of the following damage types: acid, cold, fire, lightning, or thunder. You then release a blast of energy in a 60-foot cone that deals 10d6 damage of the chosen type (half damage on a successful Dexterity saving throw). You can use this feature once per long rest.

Oracle Spell List[edit]

Cantrips

guidance, light, mending, minor prophecy, resistance, sacred flame, thaumaturgy, words of inspiration

1st Level

bless, cure wounds, detect evil and good, detect magic, healing word, protection from evil and good, shield of faith, Shield of Prophecy, Seer’s Mark

2nd Level

aid, augury, aura of truth, cloak of divination, enhance ability, find traps, lesser restoration, prayer of healing, spiritual weapon

3rd Level

beacon of hope, clairvoyance, dispel magic, fate's intervention, magic circle, mass healing word, nondetection, speak with dead, vision quest

4th Level

banishment, celestial bond, divination, freedom of movement, guardian of faith, locate creature, reversal of fortune, stoneskin

5th Level

commune, flame strike, geas, greater restoration, heavenly host, mass cure wounds, path of destiny, scrying

6th Level

divine inspiration, find the path, heal, heroes' feast, mass suggestion, true seeing, vision of doom

7th Level

divine intervention, etherealness, omniscience, plane shift, regenerate, resurrection

8th Level

antimagic field, celestial judgment, control weather, earthquake, fate's finality, holy aura

9th Level

astral projection, divine decree, foresight, gate, mass heal, oracle's visions

1st Level

Shield of Prophecy - You create a shimmering field of energy around a creature you touch, granting them a +1 bonus to AC until the end of their next turn. Additionally, if the target is hit by an attack, you can use your reaction to impose disadvantage on the attack roll, causing the attack to miss. Seer's Mark - You mark a creature with a magical sigil. For the next hour, you have advantage on Wisdom (Insight) checks made against the target, and you always know the target's direction and distance from you.

2nd Level

Cloak of Divination - You wrap a creature you touch in a cloak of shimmering light. For the next minute, the target gains resistance to all damage types and has advantage on saving throws against spells and other magical effects. Aura of Truth - You emanate an aura of truth that lasts for one minute. Any creature that starts its turn within 5 feet of you must make a Wisdom saving throw or be unable to lie for the duration of the spell.

3rd Level

Fate's Intervention - You can choose to re-roll any single d20 roll made by a creature you can see within range. The target must use the new roll, even if it is worse than the original roll. Vision Quest - You enter a trance-like state, and your mind is transported to a mystical plane of existence. While in this state, you gain the ability to ask a single question about a creature, object, or event. You receive an answer in the form of a vision, but the answer may be cryptic or metaphorical.

4th Level

Celestial Bond - You forge a mystical bond between a creature you touch and a celestial being. For the next 24 hours, the target has advantage on saving throws against spells and other magical effects, and they cannot be charmed or frightened. Additionally, once during this period, the target can ask the celestial for guidance, and they will receive an answer in the form of a short, cryptic message. Reversal of Fortune - You call upon the fickle whims of fate to reverse a recent event. You can choose to undo any single event that occurred in the last minute, such as a missed attack, a failed saving throw, or even a death.

5th Level

Heavenly Host - You summon a host of angelic beings to fight by your side. For the next minute, you and your allies within 30 feet of you have resistance to all damage types, and you can use your action to command the angels to attack a creature you can see. Path of Destiny - You trace a path through the air, creating a glowing line that leads to a creature or object you designate. For the next hour, you and any creature that follows the path have advantage on all ability checks made to interact with the target or object. Additionally, once during this period, you can teleport along the path to the target or object as a bonus action.

6th Level

Divine Inspiration - You receive a sudden burst of divine inspiration, allowing you to cast any spell of 5th level or lower without expending a spell slot. You must still have the spell prepared or known to use this ability, and you cannot use it again until you finish a long rest. Vision of Doom - You show a creature a vision of their own demise. The target must make a Wisdom saving throw or be frightened for the duration of the spell. Additionally, they have disadvantage on all attack rolls, ability checks, and saving throws until the end of their next turn.

7th Level

Omniscience - You gain complete knowledge of all creatures and objects within a 100-foot radius of you. This knowledge includes current hit points, current spells, abilities, vulnerabilities, resistances, and immunities. Additionally, you can use an action to temporarily grant this knowledge to a creature you can see within range. Divine Intervention - You call upon a powerful celestial being to intervene on your behalf. Roll a d100, and consult the DM's Divine Intervention table. The DM chooses the exact nature of the intervention, but it should be something that is suitably dramatic and game-changing.

8th Level

Fate's Finality - You call upon the fates to seal the destiny of a creature you can see within range. The target must make a Wisdom saving throw or be cursed for the duration of the spell. While cursed, any attack roll, ability check, or saving throw they make is at disadvantage. Additionally, if they die while cursed, their soul is unable to be resurrected by any means. Celestial Judgement - You call down a beam of radiant light from the heavens, striking a creature you can see within range. The target must make a Dexterity saving throw or take 10d10 radiant damage, or half as much damage on a successful save.

9th Level

Oracle's Visions - You gain a vision of a potential future. You receive detailed knowledge of one major event that will occur within the next 24 hours. This knowledge can include the location, the involved creatures or objects, and the exact time of the event. Once you use this ability, you cannot use it again until you finish a long rest. Divine Decree - You issue a command to a creature you can see within range. The target must make a Wisdom saving throw or be unable to disobey your command. The command can be anything you can express in a single sentence and must be completed within 24 hours. Once you use this ability, you cannot use it again until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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