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Slayer Class

The Slayer
Level Proficiency Bonus Features
1st +2 Slayer's Combat Style, Favored Enemy, Sigils
2nd +2 Slayer's Alchemy
3rd +2 Slayer's School
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Favored Enemy Improvement
7th +3 Archetype Feature
8th +3 Ability Score Improvement
9th +4 Hunter's Guile
10th +4 Archetype Feature
11th +4 Combat Efficiency
12th +4 Ability Score Improvement
13th +5 Crypt Stalker
14th +5 Favored Enemy Improvement
15th +5 Archetype Feature
16th +5 Ability Score Improvement
17th +6 Combat Expertise
18th +6 Archetype Feature
19th +6 Ability Score Improvement
20th +6 Slayer's Pinnacle

Creating a Slayer
The Slayer When creating your Slayer, consider why you mutated
A Slayer is someone who has taken it upon themselves to yourself. Did you do it to get revenge on the monsters that
alter and enhance their own body in order to better kill the murdered your family? Or were you mutated against your will?
monsters of the world. Their alteration of their body makes Perhaps the thrill of hunting the most dangerous foes called
them unique. They are able to imbibe concoctions of their own to you from an early age, or you were thrust into it by
creation that alter and enhance their abilities, at the risk of circumstances outside your control.
poisoning themselves in the process.
These people have taken a vow to end evil and hunt the Quick Build
monsters of the world. To do so, they voluntarily mutate You can build a Slayer quickly by following these suggestions.
themselves, gladly poisoning their bodies to transform into a First, Strength or Dexterity should be your highest ability
more perfect hunter. After the ceremony, they are able to score, depending on whether you want to use the Strong Style
imbibe far more potent potions than others, but in mutating or the Fast Style, followed by Constitution. Second, choose the
themselves, they remove themselves from soceity. Outlanderor Urban Bounty Hunter background.
Slayers are almost universally shunned, as their willingness
to mutate their own bodies is both frightening and unknown Class Features
to most common folk. Though most Slayers are mercenaries,
some follow a more noble path, using their powerful mutated As a Slayer, you gain the following class features.
abilities to do good in the world. Yet some Slayers are nearly
as evil as the monsters they hunt, giving in to the primal Hit Points
nature of their mutations to seek and destroy their foes with Hit Dice: 1d10 per Slayer Level
ruthless efficiency. Hit points at 1st level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution

modifier per Slayer level after first.

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Proficiencies You have advantage on Wisdom (Survival) checks to track
**Armor:** Light, Medium your favored enemies, as well as on Intelligence checks to
Weapons: Simple weapons; Martial Weapons recall information about them.
Tools: Alchemist’s Tools When you gain this feature, you also learn one language of
Saving Throws: Constitution, Intelligence your choice that is spoken by your favored enemies, if they
speak one at all.
Skills: Choose two from Arcana, Deception, You choose one additional favored enemy, as well as an
Medicine,Nature, Perception, Persuasion, and Survival. associated language, at 6th and 14th level. As you gain levels,
Multiclass: Simple weapons; Slayers require a score of 13 your choices should reflect the types of monsters you have
Strength or 13 Dexterity. encountered on your adventures.
Equipment Sigils
You start with the following equipment,

in addition to the equipment granted by


Slayers are not true spellcasters, but they can tap into some
your background: small amount of magic. At 1st level, you gain the ability to cast
Sigils, small pieces of elemental magic.
(a) a greatsword, or (b) a rapier You gain a number of Endurance Points equal to your
(a) two daggers or (b) any one martial weapon proficiency bonus, and may cast Sigils using these points. You
(a) a Dungeoneer’s pack or (b) an Explorer’s Pack regain expended Endurance Points when you finish a long
A set of Alchemist's Tools and Leather Armor rest. Each Sigil requires an action and one Endurance Point
to cast, unless otherwise specified, and has effects based on
Slayer Fighting Style its element (Earth, Fire, Air, Water, Void). Sigils that force a
At 1st level, your training allows you to dedicate yourself to a creature to make a saving throw use a Save DC equal to 8 +
particular style of Slayer combat. Choose one of the following your proficiency bonus + your Intelligence modifier.
options. If you later get to choose a Fighting Style, such as
from the Fighter class, you may instead choose another Slayer Aror
style. You may only benefit from one Slayer style at a time, but You briefly access the power of elemental air to attempt to
you may switch freely between them. If you switch styles, you push your enemies back. Each enemy creature in a 10 foot
lose any benefits gained prior to switching, such as from the cone in front of you must make a strength saving throw or be
Combat Efficiency feature. pushed 10 feet away from you in a straight line.
Power Fighting Axon
You choose to beat your enemy into submission with ruthless, You briefly tap into the void to influence the mind of a creature
bone shattering blows. When you roll a 1 or 2 on a damage die within 30 feet. That creature must make a wisdom saving
for an attack you make with a melee weapon that you are throw. On a failed save, the creature regards you as a friend
wielding with two hands, you can reroll the die and must use for one minute. Once the effect ends, the creature knows it
the new roll, even if the new roll is a 1 or a 2. The weapon was charmed by you.
must
have the two-handed or versatile property for you to gain Illd
this benefit.
You briefly tap into the elemental power of fire to scorch your
Quick Fighting enemies. Each enemy creature in a 10 foot cone in front of
You choose to deftly maneuver your strikes at your enemies you must make a dexterity saving throw or take 2d6 fire
weak points, inflicting damage to the most vital areas. When damage, or half damage on a successful save.
you are wielding a melee weapon in one hand and no other Jord
weapons, you gain a +2 bonus to damage rolls with that
weapon. You briefly tap into the power of the earth to protect yourself.
When cast, this Sigil gives you a +2 bonus to AC until you next
Group Fighting take damage.
You choose to wade into the fray and attack your enemies Yand
several at a time, causing less damage but increasing your
chance to land a strike. When you have 2 or more enemies You briefly harness the elemental power of water to lay a trap
within range of your melee weapon, you gain a +2 bonus to for your enemies. When used, this Sigil creates a nearly
attack rolls with that weapon. invisible area of water on the ground for a 10 foot radius
around you that lasts for 10 minutes. The first time an enemy
Favored Enemy creature moves into the area, it freezes, creating difficult
terrain in the area. A creature can make a Wisdom
Beginning at 1st level, you have significant experience (Perception) check against your Sigil save DC to determine
studying, tracking, hunting, and even talking to a certain type the trap is there.
of enemy.
Choose a type of favored enemy: aberrations, beasts,
celestials, constructs, dragons, elementals, fey, fiends, giants,
monstrosities, oozes, plants, or undead. Alternatively, you can
select two races of humanoid (such as gnolls and orcs) as
favored enemies.

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Slayer's Alchemy Your weapon strikes happen with lightning speed. When you
hit a creature with a melee weapon attack on your turn, you
At 2nd level, in your study of alchemical concoctions, you have may use a bonus action to make an additional melee weapon
gained the ability to create and use various potions to enhance attack against that creature.
your abilities. Choose three formulae from the options listed
at the end of this class description. At the end of a long rest, Group Style
you may create a number of potions using these formulae Your attacks can render your enemies off-balance. When you
equal to 1 + your intelligence modifier. The potions last until make a melee weapon attack against more than one creature
the end of your next long rest, at which point they expire and on your turn, those creatures have disadvantage on attacks
you must create new potions. Only you may use these potions, against you until the beginning of your next turn.
and the risk of failure is ever present. Each potion has a
toxicity rating listed in its description. You gain toxicity equal Crypt Stalker
to this rating when you imbibe a potion, and your maximum At 13th level, your experience in the darkest places helps you
allowable toxicity is equal to your proficiency bonus. if you remember their structure. While in a dungeon, crypt, or other
imbibe a potion while at maximum toxicity, you do not gain similar underground location, you can always perfectly recall
benefit from the potion and must make a DC20 constitution its layout if you were not incapacitated the first time you went
saving throw. On a failed save you take poison damage equal through it.
to twice your Slayer level. Imbibing a potion made using this Additionally, you have advantage on Wisdom (Survival)
feature requires a bonus action. checks made to track creatures within these locations.
You learn one additional formula at 5th, 11th, and 17th
levels. Combat Expertise
If a formula has prerequisites, you must meet them to
create it. You can create the formula at the same time that you At 17th level, your expertise with your weapon is unmatched.
meet its prerequisites. You gain one of the following benefits based on your chosen
Slayer Style.
Slayer's School
Power Style
At 3rd level, you choose a focus for your Slayer training. Your attacks carry the force of an army. Once on each of your
Choose from the School of the Arms Master, School of the turns when you hit with a melee weapon attack, you may
Potion Master, and School of the Sign Master. Each focus choose to force a creature of Large size or smaller to make a
grants you features at 3rd level, and again at 7th, 10th, 15th, strength saving throw or be knocked prone. The save DC is
and 18th levels. equal to 8 + your proficiency bonus + your strength modifier.
On a critical strike, the creature has disadvantage on the
Ability Score Improvement saving throw.
When you reach 4th level, and again at 8th, 12th, 16th, and Quick Style
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 Your style allows you to move with the grace of an expert
normal, you can’t increase an ability score above 20 using this swordsman. When an enemy creature misses you with a
feature. melee attack, you may use your reaction to move up to half
your speed without provoking opportunity attacks.
Extra Attack
Group Style
Beginning at 5th level, you can attack twice, instead of once, Your attacks can keep your enemies guessing at your
whenever you take the Attack action on your turn. intentions. When you hit more than one creature with a melee
weapon attack on your turn, you gain advantage on melee
Hunter's Guile weapon attacks against those creatures until the end of your
At 9th level, your experience with your favored enemies gives next turn.
you insight into their motivations and habits. You gain
advantage on Charisma checks and Wisdom (Insight) checks
made when interacting with one of your favored enemies.
Combat Efficiency
At 11th level, your experience with your weapons allows you
to wield them in a more effective manner. You gain one of the
following benefits based on your chosen Slayer Combat Style.
Power Style
Your weapon attacks are more capable of penetrating your
enemies armor. Once on each of your turns, you may add half
your Slayer level, rounded down, to the damage dealt with a
melee weapon attack.
Quick Style

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Slayer's Pinnacle Martial's Readiness
At 15th level, your weapons training allows you to attack your
When you reach 20th level, your fighting ability and your enemies more readily. You may choose to add your
mutated body are at their peak. You gain all three Slayer Intelligence modifier to your initiative rolls.
Combat Styles.
Additionally, as an action you may evolve your mutated body Combat Mastery
to take full advantage of your martial prowess. You gain the At 18th level, your mastery over your chosen Slayer Combat
following benefits for one minute. Once you use this feature, Style improves. You gain one of the following benefits based
you must complete a long rest before using it again. on your chosen Slayer Combat Style.
You may have all three Slayer Combat Styles active Power Style
simultaneously. Your strength is the stuff of legends. While using your power
You gain the benefits of each Slayer Combat Style style, Once on each of your turns, if you miss with a melee
regardless of the type of weapon you are wielding. weapon attack, you may attempt to overpower your opponent.
Your melee weapon strikes unbalance your foes. When you You may immediately make an additional melee weapon
hit a creature with a melee weapon attack, that creature attack against the same target. If this attack hits, it is an
has disadvantage on the save against your Signs until the automatic critical strike.
end of your next turn.
Quick Style
Slayer’s School Your agility becomes nearly unmatched while using your
Quick Style. Once on each of your turns when you hit with a
School of the Arms Master melee weapon attack, you may attempt to skewer the target.
The arms master focuses his training on using his sword to Make a DC 13 Intelligence check. On a success, you find a
cut a swath through the enemy lines. Wading in to battle weak point in your opponents defenses, and the attack deals
monsters as a furious hunter of evil, these Slayers cling to one extra damage equal to your Slayer level.
goal: destroy the monsters of this world. Group Style
Bonus Proficiency You gain almost a sixth sense for the flow of combat around
When you choose this school at 3rd level, you gain proficiency you. You no longer provoke opportunity attacks.
with heavy armor.
School of the Alchemist
Slayer's Blade The Alchemist focuses their efforts on making their
When you choose this school at 3rd level, you learn to alchemical concoctions more effective. These masters of
carefully enhance your weapon with rare Slayer magic to alchemy are invaluable for their wide knowledge of nature and
more easily damage your foes. As a bonus action on your turn, the many ingredients that can be harvested from its flora.
choose one of the following damage types: acid, cold, fire,
lightning, or poison. You magically alter a melee weapon you Alchemist's Endurance
are wielding to deal 1d4 additional damage of the chosen type. When you choose this focus at 3rd level, you become more
This option lasts for 1 minute. When fighting one of your accustomed to the potions you create, and can resist the
Favored Enemies, you may roll one additional damage die of effects of a failed potion more easily. You have resistance to
the chosen type. Your Slayer's Blade damage die increases at poison damage.
5th (1d6), 11th (1d8), and 17th (1d10) levels. Additionally, you learn 2 additional alchemical formulae of
Arms Trader your choice.
At 7th level you know how to find people to take care of your Potions Expertise
weapons and armor. When in a city or town, so long as it has At 7th level your experience making potions helps you identify
one, you are always able to find a local blacksmith to work other potions. You have advantage on Intelligence checks to
with you. If you need to interact with a local Merchant's Guild, determine what a potion is, even a non-Slayer potion.
or similar organization, you have advantage on Charisma Additionally, you are able to craft non-Slayer potions in half
checks to do so. the normal time and for half the normal gold cost.
Additionally, when buying or selling items, you have
advantage on charisma checks to do so as well. Alchemical Affinity
Lethal Blade By 10th level your affinity for your potions increases. You gain
advantage on the saving throw for imbibing one of your
By 10th level you are able to more fully control your Slayer's potions.
Blade. When you hit with an attack using an enhanced melee
weapon, you may cause the enhancement to lash out, dealing Altered Body
maximum damage. You may use this feature a number of At 15th level, your body has adapted to your potions to be
times equal to your Intelligence modifier, and regain expended more resilient. You become immune to the poisoned
uses when you finish a short or long rest. condition.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Potion Mastery Unending Endurance
At 18th level, your body has adapted to your Slayer potions. At 18th level, when you roll initiative and have no Endurance
Once per long rest, you may decide to ignore the toxicity of Points left, you regain 3 Endurance Points.
your Slayer potions for 1 minute. After the minute is complete, Additionally, you may choose to spend double the normal
make a constitution saving throw (DC 10 + the number of Endurance Points to cast your Sigils as a bonus action
potions you imbibed during the minute). On a failed save, you instead.
are affected by the total toxicity of all potions you imbibed.
Alchemical Formulae
School of the Arcanist Slayer formulae are complex concoctions requiring the most
The Arcanist studies ancient Slayer magics to learn finer unusual of ingredients, and several hours of preparation. They
control over their Sigils. While not a true arcance caster, many are, however, integral to a Slayer's training and combat
uneducated folk assume these Slayers have much in common prowess. A Slayer without his potions is barely a Slayer at all.
with wizards. The Slayers following this school are most The formulae available are listed in alphabetical order. At your
adept at augmenting their martial ability with efficient use of DM's discretion, you may create or discover new formulae.
their Sigils. If a formula has prerequisites, you must meet them to learn
it. You can learn the formula at the same time that you meet
Enduring Might its prerequisites.
When you choose this school at 3rd level you gain a better
affinity for using your Signs. You gain extra Endurance Points Acidic Bite
equal to your Intelligence modifier. Toxicity 1
This formula is a sickly green color and tastes heavily
Magic Frenzy acidic. Upon imbibing this formula, you gain resistance to acid
Beginning at 7th level, when you use your action to cast a damage for one minute.
Sign, you can make one weapon attack as a bonus action.
Blood Drinker
Empowered Sigils Toxicity 1
By 10th level you are able to empower your Signs by spending This formula is a deep black color, and tastes of rotten
additional Endurance points, as follows. blackberries. Imbibing this formula taints your blood, making
it caustic to creatures that would drink it for the next hour.
Aror Any creature that drinks your blood must make a DC25
You empower your Aror Sigil with thunderous force. Its range constitution saving throw or take damage equal to twice your
increases by 10 feet, and creatures that fail the saving throw Slayer level, or half damage on a successful saving throw.
take 1d10 Thunder damage for each Endurance Point spent.
Canine
Axon Toxicity 1
You siphon greater power from the void to empower your This formula is a sickly grey color, tastes of wolf's fur, and
Axon Sigil. A creature that fails the saving throw is affected for grants you the fury of a wolf. Upon imbibing this formula, for
a number of additional rounds equal to the number of the next minute you score a critical strike when you roll a 19
additional Endurance Points spent. or 20 on the d20.
Illd Cheetah
You empower your Illd Sigil with elemental fire. The Sigil Toxicity 1
deals an additional 1d6 Fire damage for each additional This formula is a soft yellow color with specks of black and
Endurance Point spent, and it ignores resistance to fire tastes vaguely of pineapple. Upon imbibing this formula, your
damage. speed is doubled for 1 minute. When the minute ends, make a
Jord
DC15 Constitution saving throw. On a failed save, you suffer
one level of exhaustion.
Your Jord sign is empowered by elemental earth. When cast,
you gain an additional bonus to your AC equal to the Daisy Petal
Endurance Points spent. Toxicity 1
Yand
This pale purple formula tastes of daffodils. Upon imbibing
this formula, you are immediately cured of any intoxication
Your Yand Sigil comes alive with the power of water. Enemy due to alcohol consumption. This formula does not remove
creatures that enter the area must make a dexterity saving toxicity.
throw or fall prone and take 1d6 cold damage for each
Endurance Point spent.
Arcane Knowledge
At 15th level, your study of Sigils and their relation to the
arcane gives your greater knowledge of other magic. You gain
advantage on Intelligence (Arcana) checks.
Additionally, you may cast the Identify spell once per long
rest without requiring a spell slot or material components.

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Devil's Extract Red Apple
Toxicity 1 Toxicity 3
This formula is a pale green and tastes vaugely sweet. Upon This formula is a hazy red color and tastes of apples. Upon
imbibing this formula, you gain the ability to see through solid imbibing this formula, you regain hit points equal to twice
objects to a range of 30 feet. Within that range, you have your Slayer level. Once affected, you may not be affected by
darkvision if you don’t already have it. This special sight lasts this formula again until you complete a long rest.
for 1 minute. During that time, you perceive objects as ghostly, Robin's Egg
transparent images.
Once you use this formula, you can’t use it again until you *Prerequisite: School of the Arcanist*
finish a short or long rest Toxicity 1
This formula is a robin's egg blue color and tastes mildly
Earthen Might sweet. Upon imbibing this formula, the next sign you cast that
Toxicity 1 deals damage deals maximum damage. You may benefit from
This formula is a swirl of white liquid and tastes of mint. this formula twice between short or long rests.
Upon imbibing this formula, you gain a sense of the flow of Rose
combat around you, and gain a +2 bonus to AC for 1 minute.
Toxicity 1
Feral Sight This formula is a deep rose color, tastes vaguely floral, and
Toxicity 1 helps prevent you bleeding out. Upon imbibing this formula,
This formula is a dark shade of black, with faint swirls of within the next minute if you are reduced to zero hit points,
white. Upon imbibing this formula, you gain Darkvision to a you automatically stabilize on your next turn. Once you benefit
range of 60 feet, or if you already have Darkvision, its range is from this formula, you cannot benefit from it again until you
doubled. This effect lasts for 1 hour. Additionally, for one complete a long rest.
minute you are able to see through magical darkness. Snowy Owl
Forest Floor *Prerequisite: School of the Arcanist*
Toxicity 1 Toxicity 1
This formula is a bright green color and tastes of oak and This formula is a deep blue color with swirls of pink, and
birch. Upon imbibing this formula, you gain 3 Endurance tastes fruity. Upon imbibing this formula, you regain 3
Points. You may only benefit from this formula once between Endurance Points. Once affected by this formula, you cannot
long rests. benefit from it again until you complete a short or long rest
Golden Honey Strike
Toxicity 1 Toxicity 1
This formula is a brilliant gold color and tastes of honey. This formula is a horrid dark orange color and tastes
Upon imbibing this formula, you gain resistance to poison incredibly bitter. Upon imbibing this formula, your blood
damage and advantage on saving throws against the poisoned churns with fire. For the next minute, any creature which hits
condition for 1 minute. you with a melee attack must make a dexterity saving throw or
take fire damage equal to your Slayer level.
Lion
Toxicity 1 Swallow
This formula is a vibrant silver color and has a strong Toxicity 1
metallic taste. Upon imbibing this formula, while you are at or This formula is a sky blue color and tastes of blueberry.
below half your hit point maximum, you deal an extra die of Upon imbibing this formula, as long as you have at least one
damage with all melee weapon attacks. hit point, you regain hit points equal to your constitution
modifier at the beginning of each of your turns. You may
Ocean Wave benefit from this formula twice between short or long rests.
Toxicity 3
This formula is a deep blue color with swirls of white and Thunder
tastes somewhat milky. Upon imbibing this formula, your Toxicity 1
maximum hit points double, though your current hit points do This formula is a deep crimson color and tastes of blood.
not increase. Once you imbibe this formula, you cannot Upon imbibing this formula, your melee weapons cause
benefit from it until you complete a short or long rest. maximum damage, but you take a -2 penalty to AC.
Perfume White Honey
Toxicity 1 Toxicity 0
This formula is a beautiful light pink color and tastes This formula is a stark white color and tastes of honey.
vaguely of mint. Upon imbibing this formula, you gain Upon imbibing this formula, you lose the benefits of all Slayer
advantage on charisma checks made to romance humanoid potions currently affecting you, and your Toxicity level is set to
creatures. zero.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Willow
Toxicity 1
This formula is a pale green with specks of brown and
tastes vaguely of citrus. Upon imbibing this formula, you gain
advantage on saving throws against the stunned and prone
conditions for 1 minute.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Disclaimer
DUNGEONS & DRAGONS, D&D, Wizards of the
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