Base Class: Barbarian
This Homebrew allows you to choose your form. In the character builder, choosing Hybrid Form will automatically add your rage damage, resistances, and your natural weapons or abilities to your character sheet. At level 14, Animal Form will allow you to choose an animal once you have changed character builder to animal form. There may be bugs due to the number of options I included. If you find one, let me know and I will do my best to take care of it.
*Shifter Race Only*
Weretouched Masters are shifter barbarians that seek to enhance their combat ability through mastery of the beast within. Along with the growing strength of their physical form, Weretouched masters become increasingly wild in spirit and less comfortable in urban settings of society. They grow to prefer the natural environment of their lycanthrope bloodline (whatever that may be). In time, they learn to take on hybrid animal forms as their ancestors did and have a special link to animals that share that heritage. Weretouched Masters seek nothing from other ways of life. If you choose this path, it is a devotion to your ancestral bloodline and is not available to multiclass.
Each Weretouched Master develops differently according to their subrace. Some grow into powerful protectors, some grow into fierce attackers, and still others take different paths. But all Weretouched Masters search to find the perfect balance of their rage and the beast within.
Path of The Weretouched Master Features
Barbarian Level | Feature |
---|---|
3rd | Weretouched 1: Animal Affinity, Rageshift Hybrid Form |
6th | Weretouched 2: Animal Attunement |
10th | Weretouched 3: Animal Presence |
14th | Weretouched 4: Animal Form, Hybrid WereForm |
Weretouched 1
Starting when you choose this path at 3rd level, based on your subrace, you manifest your shifting features when you rage giving you a hybrid form similar to a lycanthrope.
All Weretouched Masters start on their path by gaining the following features.
Wild Empathy -Beginning at 3rd level, you have advantage on Wisdom (Animal Handling) checks dealing with the animal type that you choose as your hybrid form. At the DM's discretion it can also be similar animals. However, you have disadvantage on Charisma (Persuasion) checks with other humanoids.
RageShift Hybrid Form- Starting at 3rd level, when you rage, your shifting features manifest into a minor hybrid form. You can speak, use equipment, and wear armor in this form. your Rageshift is subject to all the rules of rage as listed in the barbarian class features with the following exception: You can use Dexterity as the attack and damage modifier for your unarmed strikes and you can apply your rage damage bonus to these attacks.
*note: if you are using RAW shifter, I suggest that this does no affect your normal shifting feature. If you are using the alternate versions I published, then this feature should replace your number of shifts per long rest.
First select your Shifter subrace. Your progression in this class will be determined by your subrace.
Beasthide
You are a Beasthide Shifter.
Longtooth
You are a Longtooth Shifter.
Razorclaw
You are a Razorclaw Shifter.
Swiftstride
You are a Swiftstride Shifter.
Wildhunt
You are a Wildhunt Shifter.
Animal Type
Next, choose an animal from the list for your hybrid form to be based on. You can also choose one similar to one from the list.
*Note: obviously I couldn't make every animal to make everyone happy, so I tried to make a variety of options.
Ape or Bear
When you Rageshift, your hybrid form resembles an Ape or Bear.
Bat
When you Rageshift, your hybrid form resembles an Bat.
Boar, Ram, or Rhinoceros
When you Rageshift, your hybrid form resembles a Boar, Ram, or Rhinoceros.
Cheetah
When you Rageshift, your hybrid form resembles a Cheetah.
Constrictor Snake, Crab, or Crocodile
When you Rageshift, your hybrid form resembles a Constrictor Snake, Crab, or Crocodile.
Eagle, Falcon, or Owl
When you Rageshift, your hybrid form resembles a Eagle, Falcon, or Owl.
Eel, Shark, or Whale
When you Rageshift, your hybrid form resembles a Eel, Shark, or Whale.
Fox or Jackal
When you Rageshift, your hybrid form resembles a Fox or Jackal.
Honey Badger or Mongoose
When you Rageshift, your hybrid form resembles a Honey Badger or Mongoose.
Hyena or Wolf
When you Rageshift, your hybrid form resembles a Hyena or Wolf.
Jaguar, Lion or Tiger
When you Rageshift, your hybrid form resembles a Jaguar, Lion or Tiger.
Leopard or Puma
When you Rageshift, your hybrid form resembles a Leopard or Puma.
Platypus
When you Rageshift, your hybrid form resembles a Platypus.
Choose Your Form
Choose here which form your character is in. Your character sheet will update with the information for your hybrid form or normal form. While in hybrid form, your natural weapons and abilities will calculate for you, including rage damage. When you get to level 14, Animal Form will appear as an option and will auto calculate as well with natural weapons, actions, and bonuses. Form choices are in alphabetical order.
Animal Form-Ape/Bear
You become the animal you choose at level 3.
Animal Form-Bat
You become the animal you choose at level 3.
Animal Form-Boar/Ram/Rhinoceros
You become the animal you choose at level 3.
Animal Form-Cheetah
You become the animal you choose at level 3.
Animal Form-Constrictor Snake/Crab/Crocodile
You become the animal you choose at level 3.
Animal Form-Eagle/Falcon/Owl
You become the animal you choose at level 3.
Animal Form-Eel/Shark/Whale
You become the animal you choose at level 3.
Animal Form-Fox/Jackal
You become the animal you choose at level 3.
Animal Form-Honey Badger/Mongoose
You become the animal you choose at level 3.
Animal Form-Hyena/Wolf
You become the animal you choose at level 3.
Animal Form-Jaguar/Lion/Tiger
You become the animal you choose at level 3.
Animal Form-Leopard/Puma
You become the animal you choose at level 3.
Animal Form-Platypus
You become the animal you choose at level 3.
Beasthide Hybrid Form
You take on a hybrid form of your chosen animal and you become incredibly tough.
Longtooth Hybrid Form
You take on a hybrid form of your chosen animal and manifest fangs that you can use to make an unarmed strike as a bonus action.
Razorclaw Hybrid Form
You take on a hybrid form of your chosen animal and manifest claws that you can use to make unarmed strikes.
Swiftstride Hybrid Form
You take on a hybrid form of your chosen animal and your speed increases.
Wildhunt Hybrid Form
You take on a hybrid form of your chosen animal and your hunting awareness grows.
Your Normal Form
You are not rageshifting.
Weretouched 2
Beginning at 6th level, Your RageShifting becomes more deadly as your hybrid form improves.
Animal Attunement- While raging, your Unarmed Strikes and Natural Weapons count as magical for the purpose of overcoming resistance and immunity. If you are not granted natural weapons or unarmed strike attacks from your subrace, then your hybrid form can now use a d4 for the damage dice of your unarmed strikes.
In addition, you gain a new feature based on your subrace while in hybrid form.
Beasthide Hybrid Form Rage Damage Increase.
Hybrid Form Rage Damage Increase.
Beasthide Hybrid Form Rage Damage Increase.
Hybrid Form Rage Damage Increase.
Beasthide Resilience
You gain +1 to your unarmored armor class.
Beasthide Resilience Raging
Beginning at level 6, your thick skin gives you added protection.
Whenever you Rageshift, you can roll one additional d8 resilience dice as a bonus to your temporary hit points.
The resilience dice improve to 2d8 at level 10 and 3d8 at level 14.
Longtooth Hybrid Form Rage Damage Increase.
Hybrid Form Rage Damage Increase.
Longtooth Hybrid Form Rage Damage Increase.
Hybrid Form Rage Damage Increase.
Longtooth Viciousness
Beginning at level 6, your fangs begin to grow longer and do more damage. In your hybrid form, your bite is agressively vicious.
Whenever you hit with your Longtooth Shifting Strike and deal damage, the piercing damage increases and you can add 1d4 to the damage roll.
The vicious damage die increases to 1d6 at level 10 and 1d8 at level 14.
Razorclaw Hybrid Form Rage Damage Increase.
Hybrid Form Rage Damage Increase.
Razorclaw Hybrid Form Rage Damage Increase.
Hybrid Form Rage Damage Increase.
Razorclaw Savagery
Beginning at level 6 your claw attacks become increasingly damaging. You can tap into your lycanthrope heritage and throw deadly force into your strikes.
When you take the Attack action, you can choose to only use your claws to attack. When you do so, then the attacks are savage. Until the beginning of your next turn, the slashing damage die increases by 1 size from 1d6 to 1d8 and you can make one additional attack with your claws as a bonus action.
The savage damage die increases to 1d10 at level 10 and 1d12 at level 14.
Swifstride Velocity
You begin a path to increased momentum and your overall speed improves by 10'.
Swiftstride Hybrid Form Rage Damage Increase.
Hybrid Form Rage Damage Increase.
Swiftstride Hybrid Form Rage Damage Increase.
Hybrid Form Rage Damage Increase.
Swiftstride Velocity Stage 1
Beginning at level 6, you have made a link to the Beast Within that grows as you do.
While RageShifting: Your overall speed improves by an additional 5' and you can use dash as a bonus action.
Your RageShift speed increases by 5' at level 10 and again at level 14.
Swiftstride Velocity Stage 2
5'
Swiftstride Velocity Stage 3
5'
Wildhunt Acuity
Beginning at level 6, your heightened senses make you increasingly hard to catch off guard. If you can hear or smell, then hidden and invisible creatures do not have advantage on attacks against you.
Wildhunt Acuity Raging
When your are Rageshifting: you have Blindsight out to 20' and you can add your rage modifier to the total of any wisdom checks or wisdom saving throws.
Wildhunt Hybrid Form Rage Damage Increase.
Level improvement with rage.
Wildhunt Hybrid Form Rage Damage Increase.
Level improvement with rage.
Weretouched 3
At 10th level, you have an unsettling presence and the transformation into your hybrid form is enough to cause fear.
Animal Presence-You have advantage on Charisma (Intimidation) checks against other humanoids. However, you have disadvantage on Charisma(Deception) checks against other humanoids.
In addition you gain the following feature:
Frightful Shifting
If a hostile creature is within 10' of you when you rageshift, The creature must succeed a wisdom saving throw against a DC equal to 8+your constitution modifier+your proficiency bonus. On a failure, the creature is frightened of you until the end of their turn when they can attempt another saving throw. If they fail, the enemy can continue to make saving throws at the end of their subsequent turns. They remain frightened of you until they succeed the save, no longer can see you, or are more than 60' away from you. The effect ends if your RageShift ends, you fall unconscious, or die. If the creature succeeds, they can not be frightened this way until the next dawn. Creatures are unaffected by this if they are blind or cannot see you.
After you use this trait, you can’t do so again until you finish a short or long rest.
Weretouched 4
You have mastered the beast within and can use rage to exhibit your bestial nature. Beginning at 14th level, Your hybrid form gains new abilities and you can shapeshift into your chosen animal.
Hybrid Form Endurance
Beginning at 14th level, when you rageshift into your hybrid form, you can add the hit points from your chosen animal (or similar animal if yours is not available), to the total of the temporary hit points you gain from shifting. You can use the average or the rolled number.
Hybrid Form Temporary Hit Points
- Ape/Bear: 3d8+6 (19)
- Bat: 3d4+4 (11)
- Boar/Ram/Rhinoceros: 3d10+3 (19)
- Cheetah: 2d8+2 (11)
- Constrictor Snake/Crab/Crocodile: 2d8+6 (15)
- Eagle/Falcon/Owl: 2d6+3 (10)
- Eel/Shark/Whale: 3d8+3 (16)
- Fox/Jackal: 2d8+2 (11)
- Honey Badger/Mongoose: 4d8+3 (21)
- Hyena/Wolf: 2d8+5 (15)
- Jaguar, Lion, or Tiger: 3d6+6 (16)
- Leopard or Puma: 2d10+4 (15)
- Platypus: 2d6+2 (9)
Hybrid Form Mastery
Your subrace gives you a new ability when transformed.
Beasthide Blocking Protection
Your hardened nature can be used to protect your friends when they are damaged in a fight.
Starting at 14th level, when you are RageShifting and an ally within 10' of you takes damage, you can use your reaction to partially block the attack. Placing yourself in the path of the attack, you take half of the damage they would have taken.
Longtooth Retaliating Bite
Your ferocity is overwhelming when your friends are injured.
Starting at 14th level, while you are RageShifting, if a creature within 5' of you damages an ally, then you can use your elongated fangs to make an unarmed strike against the creature as a reaction. If you hit with your fangs, the damage dice, type, and ability modifier is the same as your Longtooth Shifting Strike.
Razorclaw Scarred Precision
Your feral accuracy is unmatched, especially when you are injured.
Beginning at 14th level, your claw attacks score a critical hit on a roll of 19 or 20. Additionally, if you take damage from a critical hit, then you can use your reaction to add precision dice to your next claw attacks. Until the end of your next turn, when you make an attack roll to hit with your claws, you can roll a d4 and add it to the roll (as if under the effects of the bless spell). If adding the d4 to the number rolled on the d20 is equal to 19 or higher, then it is a critical hit.
Swiftstride Dizzying Speed
Your movement is so swift, it disorients foes close to you when you move at full speed.
Starting at 14th level, if you move at least 20' to enter an enemies reach or if you use your Swiftstride Reaction to move out of an enemies reach, then the creature has disadvantage on all attack rolls until the start of your next turn.
Wildhunt Warning Aura
Your ability to almost preternaturally locate foes helps your allies in a fight.
Starting at 14th level, while you are RageShifting, If an enemy would normally have advantage on an attack against an ally within 5' of you from being hidden, flanking, or other means, they instead have disadvantage.
Animal Form
Beginning at 14th level, you can shapeshift as follows: if you are already raging, you can use your action to expend 1 or more uses of rage to assume the shape of the animal you chose at level 3. You can use this feature once. You regain expended uses when you finish a short or long rest. You can stay in animal form for a number of minutes equal to the number of rages you expended and you can extend it by expending another use of rage. You then revert to your normal form. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- This transformation replaces rageshift and all of it's features.
- You retain your game statistics. If a game statistic changes, it will be shown in the animal Description.
- You retain your ability scores. In some animals a score is shown as a minimum. But if your score is already higher, use your normal ability score. You will have to change this manually, the builder is limited in this way.
- You retain the rage bonus to damage from strength or dexterity melee attacks.
- You can not cast spells, concentrate on spells, speak, read or write in this form but you can communicate with other animals of the same type.
- If the base creature is smaller or larger than medium, you transform into a medium sized version of the creature.
- Any advantages, tactics, or bonuses that can be used will be listed in the animal description.
- Your actions are replaced by those of the animal as specified in the description.
- You can not take a bonus action unless the animals description specifies that you can.
- You choose whether your equipment falls to the ground in your space or merges into your new form.
- You can revert to your normal form early by expending one use of rage as an action on your turn.
- You can transform from your animal form into your hybrid form as an action by expending two uses of rage. You will be in your rageshift hybrid form for one minute after changing and you do not gain any temporary hit points when you enter hybrid form this way.
- Your maximum and current hit points do not change unless the animals minimum Constitution score would increase your total.
- You may get temporary hit points from certain animals but any you had remaining from rageshifting go away when you change into this form.
- Any damage taken carries over across your three forms.
This will automatically add your animal type when you change your form using the level 3 option to choose your form.
Ape/Bear
You transform into your chosen animal.
While in this form:
- Your speed is 40.
- You have a climb speed of 30.
- Your minimum Strength Score is 20.
- You have Darkvision 60'.
- Your armor class is 10 plus your constitution modifier.
- You gain temporary hit points equal to twice your level plus your constitution modifier.
- You can make two attacks with natural weapons as unarmed strikes. Your attacks deal 2d6 damage on a hit. You can choose slashing or bludgeoning, depending on your animal type. Strength is the attack and damage modifier for these attacks.
- If you hit with both unarmed strikes, you can make one bite attack as a bonus action. This attack deals 1d8 piercing damage and uses the same attack and damage modifier as your primary attacks.
Bat
You transform into your chosen animal.
While in this form:
- Your walking speed is 10'.
- Your flying speed is 60'.
- You can remain in the air between your turns.
- You have Blindsight out to 60' unless you can't hear.
- You have advantage on Wisdom (perception) checks that rely on hearing
- You have proficiency with Dexterity saving throws.
- You can make two attacks with your claws that deal 2d4 slashing damage. If you hit with a claw attack, You can attack with your fangs as a bonus action. This attack deals 1d6 piercing damage.
- If you hit with your first claw attack, you can replace your second claw attack with a grapple attempt. If you succeed, the target is grappled by your claws and you can fly with them at half your fly speed. You must be able to lift the creatures weight to do this.
- Dexterity is the modifier for your attack and damage rolls. The special grapple attack is made using Strength.
Boar/Ram/Rhinoceros
You transform into your chosen animal.
While in this form:
- Your speed is 40.
- Your amor class equals 10 plus your constitution modifier.
- You can make one gore/ram attack. this is an unarmed strike that deals 2d6 damage. You choose piercing or bludgeoning.
- Your attacks use Strength for the modifier.
- If you move at least 20 feet straight toward a target and hit it with a gore/ram attack on the same turn, the target takes an extra 2d8 damage. You choose slashing or Bludgeoning. If the target is a creature, it must succeed on a Strength saving throw (DC=8+your proficiency bonus+your strength modifier) or be knocked prone.
Cheetah
You transform into a your chosen animal.
While in this form:
- Your speed is 60'.
- You have Darkvision 60'.
- You have advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
- You have advantage on your first attack roll against a creature if you move at least 30' in a straight line before taking the attack action on your turn.
- You can attack twice using your claws. Your claws deal 2d4 slashing damage. If you hit with a claw attack, you can use your fangs to make a bite attack as part of the same action. Your bite deals 1d8 piercing damage.
- You can use Dexterity as the modifier for attack and damage rolls.
- You can use a bonus action to dash, disengage, or hide.
- You can move through the space of other creatures without provoking opportunity attacks.
Constrictor Snake/Crab/Crocodile
You transform into your chosen animal.
While in this form:
- Your speed is 30'.
- You have a swim speed of 30'.
- You have advantage on Wisdom (Perception) checks that rely on smell.
- You have Blindsight 30'.
- You can hold your breathe for up to 30 minutes.
- Your attacks use Strength for the attack and damage modifier.
- You can make one unarmed strike against a target using your bite or claws depending on your animal. This attacks deals 2d10 piercing damage, and the target is grappled.
- At the start of the target's turn, it can attempt to break the grapple (escape DC=8+your proficiency bonus+your strength modifier). Until this grapple ends, the target is restrained, and you can't bite another target.
- If you have a target grappled at the start of your turn, you can make a death shake. Make an attack roll with advantage. On a hit, you deal 2d6 bludgeoning damage. On a miss, the target can make another attempt to break the grapple.
Eagle/Falcon/Owl
You transform into your chosen animal.
While in this form:
- Your walking speed is 10'.
- Your flying speed is 60'.
- You have Darkvision out to 60'
- You can remain in the air between your turns.
- You have advantage on Wisdom (perception) checks that rely on sight.
- You don't provoke opportunity attacks when you fly out of an enemies reach.
- You can make two attacks.
- You can attack with your talons that deal 2d6 slashing damage. You can also attack with your beak that deals 1d6 piercing damage.
- If you hit with your first attack using your talons, you can use your second attack to make a grapple attempt. If you succeed, the target is grappled by your talons and you can fly with them at half your fly speed. You must be able to lift the creatures weight to do this.
- Dexterity is the modifier for your attack and damage rolls. The special grapple attack is made using Strength.
Eel/Shark/Whale
You transform into your chosen animal.
While in this form:
- Your walking speed is 0.
- Your swim speed is 40.
- You can breathe underwater only if your animal type cannot breathe air.
- If you are an underwater mammal, you can hold your breathe for up to 30 minutes.
- You use strength for your attack and damage rolls.
- You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
- You have advantage on attacks rolls against any creature with less than half it's maximum hit points.
- You have Blindsight out to 30'.
- You can make one unarmed strike on your turn. This attack deals 2d8 piercing damage and the target must succeed on a strength saving throw (DC=8+your proficiency bonus+your strength modifier), or be grappled.
- Once grappled, a target takes 1d8 slashing damage at the start it's turn. After taking the damage, it can attempt to break the grapple by making another strength saving throw.
Fox/Jackal
You transform into a your chosen animal.
While in this form:
- Your speed is 50'.
- You have a burrow speed of 10'
- You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
- You have Darkvision 60'.
- You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of you and the ally isn't incapacitated.
- You can attack twice using your claws or bite. Your claws deal 1d6 slashing damage and your bite deals 2d4 piercing damage.
- You can use Dexterity as the modifier for attack and damage rolls.
- You can use a bonus action to dash, disengage, or hide.
- You can move through the space of other creatures without provoking opportunity attacks.
Honey Badger/Mongoose
You transform into your chosen animal.
While in this form:
- Your speed is 30'.
- You have a burrow speed of 10'.
- You have a climb speed of 20'.
- You have Darkvision 60'.
- You have advantage on Charisma (Intimidation) checks and can us a bonus action on your turn to attempt to intimidate a creature within 5' of you. If you succeed, the creature must use it's reaction to move half it's movement away from you. This movement does provoke opportunity attacks.
- You have immunity to the poisoned condition and resistance to poison damage.
- You have immunity to the frightened condition.
- You have advantage on attack rolls against poisonous creatures.
- You have claws that deal 2d4 slashing damage and a bite that deals 1d10 piercing damage on a hit.
- You can attack twice with your claws and once with your bite when you take the attack action.
- Strength is the modifier for your attack and damage rolls.
Hyena/Wolf
You transform into your chosen animal.
While in this form:
- Your speed is 40
- You have advantage on Wisdom (perception) checks that rely on hearing or smell.
- You have Darkvision 60'.
- If you have at least one ally within 5' of you that isn't incapacitated, you have advantage on attack rolls.
- Your Dexterity score increases by 2 and can pass 20 but not 30.
- You can use Dexterity as the modifier for attack and damage rolls.
- You can make 2 attacks with your bite. The attacks deal 2d6 piercing damage.
- When you hit with your bite, if the target is a creature, it must succeed on a Strength saving throw or be knocked prone. DC=8+your proficiency bonus+your strength modifier.
Jaguar, Lion or Tiger
You transform into your chosen animal.
While in this form:
- Your speed is 50'.
- You have Darkvision 60'.
- You have advantage on Wisdom (Perception) checks that rely on smell.
- You have advantage on Dexterity ability checks.
- You can make two attacks on your turn when you take the attack action.
- You can attack using your claws or your bite. Your claws deal 2d6 slashing damage and your bite deals 1d10 piercing damage.
- You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
- If the you move at least 20 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed Strength saving throw (DC=8+your proficiency bonus+your strength modifier) or be knocked prone.
- If a target is prone, you can make one bite attack against it as a bonus action.
Leopard/Puma
You transform into your chosen animal.
While in this form:
- Your speed is 50
- You have a climb speed of 30 feet.
- You can use Dexterity for your attack and damage modifier.
- You have proficiency with Dexterity saving throws.
- If you would take falling damage, you can make a dexterity saving throw to avoid taking the damage.
- If you succeed on a dexterity saving throw and would take half damage, you take no damage instead.
- You can make one unarmed strike using your claws that deals 2d4 slashing damage and one using your bite that deals 1d8 piercing damage.
- You can Make an athletics check and add it to your strength score when determining the distance you can long jump. If you jump at least 20' toward a creature before making an attack, then you can make two attacks with your claws as your action. If both claw attacks hit, you can make a bite attack as a bonus action. If all 3 attacks hit, then you can choose to have the target grappled.
Platypus
You transform into your chosen animal.
While in this form:
- Your walking speed is 20'.
- Your swim speed is 40'.
- You have a burrow speed of 15'.
- You have expertise with Wisdom (Perception) checks.
- Your AC equals 10+your constitution modifier.
- You have electrolocation giving you Tremorsense up to 60'. A creature does not have to be moving in order for you to locate it using this sense.
- You can Dash in water as a bonus action.
- You can hold your breathe up to one minute.
- You have poisoned claws which you can use to make one attack as an action on your turn. Dexterity is the attack and damage modifier for these attacks.
- On a successful hit, the claws deal 2d6 poison damage that bypasses resistance and immunity to poison.
- A target you hit with your claws must succeed a Constitution saving throw (DC=8+your proficiency bonus+your strength modifier), or be incapacitated until the end of their next turn when they can attempt the save again.
- You can make one poisoned claw attack as a reaction when you take damage.
Previous Versions
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3/12/2020 6:01:39 PM
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