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3 Warlock(the Fiend) Zach


LEVEL & CLASS PLAYER NAME
"Dread", Nephus (neh-FUHS)
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Criminal Tiefling 900 Add: 2,700


BACKGROUND RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
-1 STR 0
PRO

INT
11 Armor Leather

21 +2 13
Set Max HP
STRENGTH +2 DEX ● +3 WIS
Shield

-1 +1 CON
RESISTANCES
● +5 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
2 Dex Medium Armor Heavy Armor

Magic
Fire
8 Misc
Temporary Hit Points: Misc
DEXTERITY
+2 ARMOR

+2 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

14 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
3 d8+1 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 13 ABILITY
SAVE DC
CHARISMA

+1
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+2 Acrobatics (Dex) ● Light

PRO
Medium Heavy Shields
PRO

13 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial Other Weapons:
0 Arcana (Int) > Hellish Rebuke (3d10) 1 LR
INTELLIGENCE -1 Athletics (Str) >
LANGUAGES TOOLS & OTHERS

0
● +5 Deception (Cha) > Common A type of gaming set
0 History (Int) > Infernal Thieves' tools
+1 Insight (Wis)
11
>
● +5 Intimidation (Cha) >

0 Investigation (Int) >


WISDOM
+1 Medicine (Wis) >

+1 0 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+1 Perception (Wis)
12 +3 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

+3 Persuasion (Cha) > < Hellish Rebuke (3d10) <

CHARISMA ● +2 Religion (Int) > < <

+3 +2 Sleight of Hand (Dex) > < <

● +4 Stealth (Dex) > < <

+1 Survival (Wis) > < <


17
● +4 Thieves' Tools (Dex) > < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

11 PASSIVE WISDOM (PERCEPTION) Quarterstaff ✔ Str Melee +1 1d6-1 Bludgeoning


>
Versatile (1d8)
DESCRIPTION
Darkvision 60 ft
Eldritch Blast ✔ Cha 120 ft +5 1×1d10 Force
>
Each d10 is a separate beam requiring separate rolls (PHB 237)
SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.87 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
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Warlock (the Fiend), level 3:
◆ Pact Magic (Warlock 1, PHB 107) [2 cantrips & 4 spells known] I am incredibly slow to trust. Those who seem the fairest often
I can cast warlock cantrips/spells that I know, using Charisma as my spellcasting ability have the most to hide.
I can use an arcane focus as a spellcasting focus
I regain these spell slots on a short rest
◆ Dark One's Blessing (the Fiend 1, PHB 109) PERSONALITY TRAITS
When I reduce a hostile to 0 HP, I gain Cha mod + warlock level temporary HP (min 1)
◆ Eldritch Invocations (Warlock 2, PHB 107) [2 invocations known] Freedom: Chains are meant to be broken, as are those who
Use the "Choose Features" button above to add Eldritch Invocations to the third page would forge them. (Chaotic)
Whenever I gain a warlock level, I can replace an invocation I know with another
◆ Pact of the Tome (Warlock 3, PHB 108) IDEALS
I have a Book of Shadows with any three cantrips of my choosing
I can cast these cantrips as long as I have the book on my person Someone I loved died because of a mistake I made. That will
Regardless of the lists they come from, these count as warlock cantrips to me never happen again.
I can get a replacement book with a 1-hour ceremony during a short or long rest

BONDS

An innocent person is in prison for a crime that I committed. I'm


okay with that.

FLAWS

Feature Name: Criminal Contact

I have a reliable and trustworthy contact who acts as my liaison to a


network of other criminals. I know how to get messages to and from
my contact, even over great distances; specifically, I know the local
messengers, corrupt caravan masters, and seedy sailors who can
deliver my messages.

BACKGROUND FEATURE

Tiefling (+1 Intelligence, +2 Charisma)

Infernal Legacy:
I know the Thaumaturgy cantrip.
At 3rd level, I can cast the Hellish Rebuke spell once per long rest
as a 2nd-level spell.
At 5th level, I can also cast the Darkness spell once per long rest.
Charisma is my spellcasting ability for these spells.

CLASS FEATURES RACIAL TRAITS Racial Options

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
> Quarterstaff 1 4 > > Dark, common clothes with hood 3
> Arcane Focus (Ring) 1 > > Crowbar 5
> Backpack 1 5 > > Belt pouch (with coins) 1 SP
> Book of lore 1 5 > >
> Bottle of Ink 1 > >
EP
> Ink Pen 1 > >
> Parchment 10 > >

Little Bag of Sand 1


15
> > > GP
> Small Knife 1 0.25 > >
> Leather Armor 2 10 > >
PP
> > >
> > >
WEIGHT CARRIED
> > >
43.6 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
41 - 80 lb
> > >
HEAVILY ENCUMBERED
> > >
81 - 120 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 34.3 SUBTOTAL SUBTOTAL 9 121 - 240 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.87 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
◆ Mask of Many Faces (Eldritch Invocation, PHB 111)
I can cast Disguise Self on myself at will, without using spell slots (PHB 233) > FEAT:

◆ Book of Ancient Secrets (Eldritch Invocation, PHB 110)


I can add any two 1st-level spells that have the ritual tag to my Book of Shadows
If I come across spells with the ritual tag, I can transcribe them into my book, as well
I can cast any of these spells in my Book of Shadows as rituals, but not as normal spells
I can cast my known warlock spells as rituals if they have the ritual tag

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.87 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Male 22 Medium 5'10" 140 lb
"Dread", Nephus (neh-FUHS)
GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Neutral Black White Red


ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Poor LIFESTYLE DAILY PRICE 2 sp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.87 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Companion Options

Hawk Tiny
Spook
RACE SIZE HEIGHT WEIGHT

Beast Male Unaligned


TYPE AGE GENDER ALIGNMENT
COMPANION
NAME

F
-3 STR -4 INT Temporary HP: SUCCESSES
PRO

13 +2 1
Set Max HP
STRENGTH
+3 DEX +2 WIS

-3 -1 CON -2 CHA ARMOR


CLASS
PROFICIENCY
BONUS
MAXIMUM
HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

5
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
Talons ✔ Dex Melee (5 ft) +5 1 Slashing
10 ft, fly 60
+3
DEXTERITY >

+3 INITIATIVE
ft
SPEED
DESCRIPTION

>
16 LEVEL USED

DIE
1
d4-1
1 >
CONSTITUTION ATTACKS
HIT DICE PER ACTION

-1
ATTACKS

F EX
◆ Keen Sight: The hawk has advantage on Wisdom
8 +3 Acrobatics (Dex)
PRO

(Perception) checks that rely on sight.


+2 Animal Handling (Wis)
INTELLIGENCE -4 Arcana (Int)
-3 Athletics (Str)
-4 -2 Deception (Cha)
-4 History (Int)
2 +2 Insight (Wis)
-2 Intimidation (Cha)
WISDOM
-4 Investigation (Int)

+2 +2 Medicine (Wis)
-4 Nature (Int)
14 ● +4 Perception (Wis)
-2 Performance (Cha)
CHARISMA -2 Persuasion (Cha)

-2
-4 Religion (Int) FEATURES TRAITS
+3 Sleight of Hand (Dex)
+3 Stealth (Dex)
6
+2 Survival (Wis)
SKILLS

14 PASSIVE WISDOM (PERCEPTION)

Adv. on Wis (Perception) checks using sight

SENSES

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COMPANION’S APPEARANCE
REMARKS NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.87 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.87 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

"Dread", Nephus (neh-FUHS)


SPELL SLOTS
CHARACTER NAME

WARLOCK SPELLS Charisma +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Control Flames Nonmagical flame up to 5 cu ft; instant: expand/exinguish, 1h: brighten/dim/color/create shapes — Trans 1a 60 ft S Instant. or 1 h E 16
> Eldritch Blast Spell attack beam 1d10 Force damage; beams can be combined or split; CL5:2, CL11:3, CL17:4 beams — Evoc 1a 120 ft V,S Instantaneous P 237
> Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book — Illus 1a 30 ft S,M 1 min (D) P 260
> Shillelagh Club/quarterstaff you hold does 1d8 dmg and you use your spellcasting ability modifier instead of Str — Trans 1 bns Touch V,S,M 1 min P 275
> Shocking Grasp Spell attack, adv. if metal armor, 1d8 Lightning dmg, no rea 1 turn; +1d8 at CL 5, 11, and 17 — Evoc 1a Touch V,S Instantaneous P 275

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Armor of Agathys 5+5/SL temp hp; as long as temp hp last any crea that hits in melee takes 5+5/SL Cold dmg — Abjur 1a Self V,S,M 1 h P 215
> Command 1+1/SL crea save or follows one word command, such as approach, drop, flee, grovel, halt Wis Ench 1a 60 ft V 1 rnd P 223
AT
WILL Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233
> Hex 1 crea +1d6 Necrotic dmg from your atks; dis. on chosen ability checks; SL3: conc, 8h; SL5: conc, 24h — Ench 1 bns 90 ft V,S,M Conc, 1 h P 251

2ND LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Mirror Image Create three illusionary duplicates of you; destroyed if hit; randomize attacks; AC 10 + your Dex mod. — Illus 1a Self V,S 1 min (D) P 260

TIEFLING SPELLS Charisma +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


AT
WILL Thaumaturgy Minor wonder; your voice booms, flames flicker, tremors in the ground, ominous sounds, etc. — Trans 1a 30 ft V 1 min (D) P 282

1ST LEVEL

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.



LR Hellish Rebuke Cast when taking dmg, crea that dealt dmg 2d10+1d10/SL Fire dmg; save halves Dex Evoc 1 rea 60 ft V,S Instantaneous P 250

ANCIENT SECRETS SPELLS Charisma +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

1ST LEVEL

> SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.
> Alarm (R) Door, window, or 20-ft cube area; audible (60 ft) or mental alarm (1 mile) if undesignated crea enters — Abjur 1 min 30 ft V,S,M 8 h P 211
> Find Familiar (R) Gain the services of a familiar; can see through its eyes; it can deliver touch spells; see B (10gp cons.) — Conj 1h 10 ft V,S,M† Instantaneous P 240
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.87 (Printer Friendly - Redesign); Spell Sheet 1/1 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack up to normal range (first number). Disadvantage on the attack if the target is up to long range away
RESTRAINED
(second number) or if a hostile is within 5 ft that is not incapacitated and can see you. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage if item is being held by two or more hands. Larger opponents have advantage and smaller have Drop everything. Fail Str and Dex saving throws.
disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump you Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.87 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

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