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Warlock - The Ancient Dark

Warlocks are beings who make a pact that establishes a connection with another being vastly more powerful than them, also known as a patron. In order to attain a goal that is attainable with vast amounts of power. The price a patron asks can vary quite widely.   This warlock has made a contract with something ancient and dark. An entity of old from realms full of shadow and horror. Many warlocks who make a pact with this sort of patron are of an evil alignment. It is rare to see those who are of other alignments making this pact. If the warlock is not of an evil alignment when they first make a pact with this patron, they often eventually will be. Or will feel pulled and influenced towards deeds fitting of those alignments.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon

  • (a) a component pouch or (b) an arcane focus

  • (a) a scholar's pack or (b) a dungeoneer's pack

  • Leather armor, any simple weapon, and two daggers

spellcasting:

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
 

Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
 

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier  

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.
class features:

Eldritch Invocations

In your study of occult lore, you have unearthed Eldritch Invocations

Agonizing Blast

Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.  

Arcane Gunslinger

Prerequisite: Pact of the Blade feature
You can create a pact weapon that is a sidearm or long arm, and you can transform a magical sidearm or long arm into your pact weapon.  

Armor of Shadows

You can cast Mage Armor on yourself at will, without expending a spell slot or material components.  

Ascendant Step

Prerequisite: 9th level
You can cast Levitate on yourself at will, without expending a spell slot or material components.  

Aspect of the Moon

Prerequisite: Pact of the Tome feature
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.  

Beast Speech

You can cast Speak with Animals at will, without expending a spell slot.  

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.  

Bewitching Whispers

Prerequisite: 7th level
You can cast Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.  

Bond of the Talisman

Prerequisite: 12th level, Pact of the Talisman feature
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.  

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.  

Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature
You can cast Hold Monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.  

Cloak of Flies

Prerequisite: 5th level
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage). Once you use this invocation, you can’t use it again until you finish a short or long rest.  

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.  

Dreadful Word

Prerequisite: 7th level
You can cast Confusion once using a warlock spell slot. You can't do so again until you finish a long rest.  

Eldritch Armor

Prerequisite: Pact of the Blade feature
As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.  

Eldritch Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.  

Eldritch Sight

You can cast Detect Magic at will, without expending a spell slot or material components.  

Eldritch Smite

Prerequisite: 5th level, Pact of the Blade feature
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.  

Eldritch Spear

Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, its range is 300 feet.  

Eyes of the Rune Keeper

You can read all writing.  

Far Scribe

Prerequisite: 5th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. You can cast the Sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. As an action, you can magically erase a name on the page by touching it.  

Fiendish Vigor

You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.  

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.  

Ghostly Gaze

Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can’t use it again until you finish a short or long rest.  

Gift of the Depths

Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.  

Gift of the Ever-Living Ones

Prerequisite: Pact of the Chain feature
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.  

Gift of the Protectors

Prerequisite: 9th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest. As an action, you can magically erase a name on the page by touching it.  

Grasp of Hadar

Prerequisite: Eldritch Blast cantrip
Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.  

Improved Pact Weapon

Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.  

Investment of the Chain Master

Prerequisite: Pact of the Chain feature
When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
  1. 1)The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
  2. As a bonus action, you can command the familiar to take the Attack action.
  3. The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  4. If the familiar forces a creature to make a saving throw, it uses your spell save DC.
  5. When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
 

Lance of Lethargy

Prerequisite: Eldritch Blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.  

Lifedrinker

Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).  

Maddening Hex

Prerequisite: 5th level, Hex spell or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.  

Mask of Many Faces

You can cast Disguise Self at will, without expending a spell slot.  

Master of Myriad Forms

Prerequisite: 15th level
You can cast Alter Self at will, without expending a spell slot.  

Minions of Chaos

Prerequisite: 9th level
You can cast Conjure Elemental once using a warlock spell slot. You can't do so again until you finish a long rest.  

Mire the Mind

Prerequisite: 5th level
You can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest.  

Misty Visions

You can cast Silent Image at will, without expending a spell slot or material components.  

One with Shadows

Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.  

Otherworldly Leap

Prerequisite: 9th level
You can cast Jump at will, without expending a spell slot.  

Protection of the Talisman

Prerequisite: 7th level, Pact of the Talisman feature
When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.  

Rebuke of the Talisman

Prerequisite: Pact of the Talisman feature
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.  

Relentless Hex

Prerequisite: 7th level, Hex spell or a warlock feature that curses
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.  

Repelling Blast

Prerequisite: Eldritch Blast cantrip
When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.  

Sculptor of Flesh

Prerequisite: 7th level
You can cast Polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.  

Shroud of Shadow

Prerequisite: 15th level
You can cast Invisibility at will, without expending a spell slot.  

Sign of Ill Omen

Prerequisite: 5th level
You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.  

Superior Pact Weapon

Prerequisite: 9th level, Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.  

Thief of Five Fates

You can cast Bane once using a warlock spell slot. You can't do so again until you finish a long rest.  

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.  

Tomb of Levistus

Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this invocation, you can’t use it again until you finish a short or long rest.  

Trickster's Escape

Prerequisite: 7th level
You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.  

Ultimate Pact Weapon

Prerequisite: 15th level, Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon counts as a magic weapon with a +3 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.  

Undying Servitude

Prerequisite: 5th-level warlock
You can cast Animate Dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.  

Visions of Distant Realms

Prerequisite: 15th level
You can cast Arcane Eye at will, without expending a spell slot.  

Voice of the Chain Master

Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.  

Whispers of the Grave

Prerequisite: 9th level
You can cast Speak with Dead at will, without expending a spell slot.  

Witch Sight

Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
 
, fragments of forbidden knowledge that imbue you with an abiding magical ability.   At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.   Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.   A level prerequisite in an invocation refers to warlock level, not character level.  

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Pact of the Blade
Pact of the Blade
  You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
 
Pact of the Chain
Pact of the Chain
  You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.   When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own. You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.   When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
 
Pact of the Tome
Pact of the Tome
  Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.   If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
 
Pact of the Talisman
Pact of the Talisman
  Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.   If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
 
 

Ability Score Improvement

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.  

Eldritch Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:  
  1. Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
  2. Replace the option you chose for the Pact Boon feature with one of that feature's other options.
  3. If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
  If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.  

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.   You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.   At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.  

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
subclass options:

Expanded Spell List

 

Form of Dread

Starting at 1st level, you manifest an aspect of your patron's dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
  • You gain temporary hit points equal to 1d10 + your warlock level.
  • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.
  • You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your face might transform into bat-like features due to your vampire patron.  

Abyss Touched

Starting at 6th level, your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe. In addition, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.  

Mortal Husk

Starting at 10th level, your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage. In addition, when you are reduced to 0 hit points, you can cause your body to explode. Each creature within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then revive with 1 hit point in your previous space, along with your gear, and you gain 1 level of exhaustion. Once you revive this way, you can't do so again until you finish 1d4 long rests.  

Spirit Projection

Starting at 14th level, your body is now simply a vessel for your spirit. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice). While projecting your spirit, you gain the following benefits:
  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage. When you cast a spell of the conjuration or necromancy school, the spell doesn't require verbal, somatic, or material components that lack a gold cost.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
  • While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.
Once you use this feature, you can't do so again until you finish a long rest.
LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelInvocations Known
1+2Otherworldly Patron, Pact Magic2211st-
2+2Eldritch Invocations2321st2
3+2Pact Boon2422nd2
4+2Ability Score Improvement, Eldritch Versatility (Optional)3522nd2
5+3-3623rd3
6+3Otherworldly Patron Feature3723rd3
7+3-3824th4
8+3Ability Score Improvement, Eldritch Versatility (Optional)3924th4
9+4-31025th5
10+4Otherworldly Patron Feature41025th5
11+4Mystic Arcanum (6th Level)41135th5
12+4Ability Score Improvement, Eldritch Versatility (Optional)41135th6
13+5Mystic Arcanum (7th Level)41235th6
14+5Otherworldly Patron Feature41235th6
15+5Mystic Arcanum (8th Level)41335th7
16+5Ability Score Improvement, Eldritch Versatility (Optional)41335th7
17+6Mystic Arcanum (9th Level)41445th7
18+6-41445th8
19+6Ability Score Improvement, Eldritch Versatility (Optional)41545th8
20+6Eldritch Master41545th8

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bluefoxofshinjuku.

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