Homebrew (E.N.H.) Werebeast Species Details

 

about your character as a member of the Werebeast species:

you are a two legged, Adult, medium sized, Werebeast that looks like any humanoid animal or humanoid beast but can turn into a animal or beast. your character ages to adulthood as humans do even though you live longer than humans.

history:

In the ancient past but before there were multiple realms, there existed only four races that created the realms and parts of the universe, the Platinum Dragons, The Werebeasts, the Celestial Alicorns, and the Space Annunaki. and for millions of years those four races existed and ruled over the universe with the Space Annunaki being the leaders. after billions of years the Space Annunaki created the Demonic creatures, Humanoids, animal beasts, and angellic creatures, featured in d&D monsters and species. as the creators of the Celestial Alicorns, Werebeasts, and Platinum dragons, the Space Annunaki eventually chose to observe the creatures in the d&d realms but rarely interfering with the nations of D&d creatures. the Celestial Alicorns created the unicorns, horses, cattle, sheep, llamas, and goats in the D&d monster list. the space unicorns then went on to create new realms which was their original order by the Space Annunaki or live among humanoids. the platinum dragons created other species thru mating with other non dragon species like the dragons having created humans via the act of a female platinum dragon mating with a male Battle Angel. eventually the Platinum Dragons decided to try and blend into D&d creature culture, they kept a bunch of realms to themseves that they call the dragon realms, and they mostly chose to forgo following the order "defend the Species that exist across the multiverse from harm" that was given to them by the Space Annunaki. the werebeasts did not create any species. the werebeasts chose to keep guarding the prison realms that the Space Annunaki told them to guard and some of them become secret guards across the D&d ultiverse. these werebeast guards are known for their arresting of powerful evil creatures that threaten life throughout the universe. all Werebeasts are police that are part of the D.A.P.P.D. (it is a short way of saying Dimentional Alcatraz Prison Police Department) or they are members the D.A.P.E. ( it is a short way of saying Dimensional Alcatraz Prison Enforcers) which guard the D.A.P. (a short way of saying Dimentional Alcatraz Prison). and as a werebeast, you gain shapeshifting abilities and animal abilities.

 

lifestyle of the Werebeast species:

Werebeasts are very wary of other creatures and are more logical minded than emotional minded. they tend to be introverts who like studying creatures, creating new things, and stopping evil.

reproduction of Werebeasts:

Werebeasts nurse young like female humans and female mammalian animals do. Werebeasts get automatically pregnant and eventually give live birth as part of their reproduction cycles. Werebeasts all naturally have both male and female sexual organs, so they don't necessarily need a mate to reproduce. Werebeasts only mate with other Werebeasts out of pleasure. young of Werebeasts either genetically have one biological werebeast parent via asexual reproduction or two biological werebeast parents via sexual reproduction. werebeasts cannot reproduce with non werebeasts. young of the Werebeast species take as long as young humans take to grow up. Werebeasts are considered as naturally having both genders not just one.

(E.N.H.) Werebeast Traits

Werebeast traits:

normal slashing, piercing, and bludgeoning Resistant

you are resistant to normal slashing, piercing, and bludgeoning.

Telekinetic Mind

you can use your mind to move objects. it cannot be used to fight with weapons.

Werebeast Steed Plus

you can be ridden as if you are a horse but you cannot use any movement speed other than your walking speed while being ridden. while being ridden and in combat you take your turn right after your rider or your rider's summoned steed. also, while being ridden, your walking speed is used by you and your rider. you can only be ridden by your party members. also you can't be ridden by a party member that is larger than your size. you can be ridden by and party member that is the same size as you or smaller. while you are being ridden, you and your rider move like someone riding a horse but with you and your rider being able to each choose the direction you move.

Dragon Weapons

you use Spit Attack as your main dragon breath attack and bite weapons as your main melee weapons.

note: equip (A.H.C) Spit Attack as your main dragon breath attack; equip (A.H.C.) Normal Bite or (A.H.C.) Big Bite as your main melee attack.

psychic Resistant

you are resistant to psychic.

Common Proficient

you can read, write, speak, and understand common.

Draconic Proficient

you can read, write, speak, and understand Draconic.

air attack limitation

you cannot attack something while flying unless your party's Dungeon master says otherwise.

your size

your size is medium.

carrying capacity

your carrying capacity is Gargantuan size.

Climbing Speed

you have a climbing speed of at least 30 feet.

Dragon blindsight

you have blindsight up to 20 feet.

Dragon Darkvision

you have dark vision up to 60 feet.

Dragon walking

you can walk or run up to 40 feet.

swimming speed

you have a swimming speed of at least 30 feet.

flying speed.

you can fly up to 30 feet.

warning note: it can be very dangerous for you to use a flying speed in D&d since it is overly powerful and because it can be the easy answer to everything. but there is a catch to using flying speed and that is because it is overly powerful, dungeon masters can and most likely will, easily, cause you to get hurt or flung somewhere else by using it unless flying speed is important story wise. also, there is a reason planes have engines, so keep this in mind when choosing to use a flying character and know that flying speeds are more like cosmetic than useful.

burrowing speed

you have a burrowing speed of 30 feet.

Unusual Nature

Unusual Nature. You don't require food, drink, sleep, and air. Additionally, difficult terrain composed of ash, heated things, magma, or lava doesn't cost you extra movement.

Siege Monster

Siege Monster. You deal double damage to objects and structures.

Glide

You can glide to the ground or water from a high place.

Note: this can be done while being ridden. you and the one one riding you can activate this ability.

Amphibious Plus

Amphibious Plus. You can breathe air and water. You can also breathe lava and magma. you don't get hurt by lava and magma. you can also swim in lava and magma without you and your stuff taking damage. also, lava and magma does not damage your armor, items, and weapons.

Spider Traits

Spider Traits. you have five extra abilities and they are called, Spider Climb, Web sense, Web Walker, Web Tent, and Web Parachute.

Spider Climb:

Spider Climb. you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense:

Web Sense. While you are in contact with a web, you know the exact location of any other creature in contact with the same web.

Web Walker:

Web Walker. Web Walker. You are immune to movement restrictions caused by webbing.

Web Tent:

Web Tent. as a action and for 1 hour, you can create a tent made out of spider webbing that protects you and your party members from the weather. this tent is soft inside enough to sleep good at night. the tent can comfortably have the whole party in it. the tent is as magic and elemental resistant as a tent. you and any of your party members that have web sense will be alerted to creatures getting close to the web tent, and thus they will have advantage on initiative rolls while in the tent. also you and your party members can easily walk around the inside of the tent without getting stuck to the webbing of the tent.

Web Parachute:

Web Parachute. When you fall, you descend at a rate of 60 feet per round and you take no falling damage.

Steed starting equipment

you get a riding saddle for free as part of the equipment you need in a campaign. this riding saddle is used when you are being ridden. also any container you have can have double the weight it normally can have since steeds like horses in the real world can carry or pull more weight than humans can.

Incorporeal Movement

Incorporeal Movement. you can move through other creatures and objects as if they were difficult terrain. You take (1d10) force damage if you ends your turn inside an object or creature.

steed health

manually choose the feat that is called, Tough, which states, "Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points."

Fast-Thinking and Fast-Acting

Fast-Thinking and Fast-Acting. you have two extra abilities that are called, Fast-Thinking and Fast-Acting.

Fast-Thinking:

Fast-Thinking. You have at least two reactions per turn.

Fast-Acting:

Fast-Acting. you can take an extra action and a extra bonus action on each of your turns.

Shape-Shifter

Shape-Shifter. you can use three abilities, Change Form, Area Specific Change Shape, and Change into Mist.

Change Form. As an action, you can make yourself larger or smaller without changing your game statistics (other than your size). You Return to your true form if you are reduced to 0 hit points or if you use a action or a bonus action to switch back to your true form. your true form is you being a Werebeast.

Area Specific Change Shape. As an action, you can magically transform into any Humanoid or Beast that is native to the area you are in, while retaining your game statistics (other than your size). You Return to your true form if you are reduced to 0 hit points or if you use a action or a bonus action to switch back to your true form. your true form is you being a Werebeast.

Change Into Mist. as a action, you can magically shapeshift into mist or multiple small or tiny creatures. You return to your true form if you are reduced to 0 hit points or if you use a action or a bonus action to switch back to your true form. your true form is you being a Werebeast.

telepathy proficient

you can speak, read, write, and understand telepathy.

Flyby

Flyby. You don't provoke opportunity attacks when you fly out of an enemy's reach.

Change Ammo Type, Prison Stargate, and Summon Manacles

Change Ammo Type, Prison Stargate, and Summon Manacles. you have three extra abilities that are called, Change Ammo Type, Prison Stargate, and Summon Manacles.

Change Ammo type:

Change Ammo Type. You can change the damage type of any of your spells and weapon attacks to any type of damage before you cast a spell or attack with a weapon.

Prison Stargate:

Prison Stargate. You can open a portal that allows access to the Dimensional Alcatraz Prison Armory that sells anything that also existed somewhere in time but in the multiverse. or that portal can go to the Dimensional Alcatraz Prison or Dimensional Alcatraz Prison Police Department. you chose either Prison Dimension destination when you open that portal. you cannot open a portal mid combat.

Summon Handcuffs:

Summon Handcuffs. You can magically create Handcuffs that adjust to fit a creature of tiny size to gargantuan size. In addition to serving as mundane handcuffs, the handcuffs prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. once a creature is put in these handcuffs, he or she is teleported to Dimensional Prison Alcatraz where that creature is judged and then possibly becomes a prisoner in Dimensional Alcatraz Prison. these handcuffs are used by you to arrest evil creatures like demons. these handcuffs cannot be used on you.

Arcane Siphon

Arcane Siphon. When a creature within 120 feet of you that you can see casts a leveled spell, the creature must make an intelligence saving throw. On a roll of 14 or lower, you roll one hit die of the type your class uses and you are healed a number of hit points equal to the result of the roll.

Learn Language

Learn Language. As an action, you can use your draconic magic to become temporarily proficient in a language that you hear. this process takes an hour but you know the temporary language for 12 hours.

Copy Spell

Copy Spell. When a enemy creature within 120 feet of you that you can see casts a spell you don't know, you can choose to commit this spell to memory. you can then use the spell later.

note 1: to use the spell, you will have to homebrew the spell as a feat that you make and add to your character before your next D&D session but if you fail to do this before your next D&D session then you can't learn that spell. this rule makes sense because dragons are knowledge seekers so having this homework requirement makes sense.

Note 2: your spellcasting modifier is your primary ability modifier.

Note 3: classes that learn and can prepare tons of spells like wizards and warlocks, are unable to use the Copy Spell species trait. this is because those classes already will learn lots of powerful spells. classes that learn few spells like clerics and paladins are the exception to this rule. and you cannot use the Copy Spell ability if you multiclass into a class that learns multiple spells. this is for balance and it gives players that have zero or few spells they can learn or prepare, the ability to learn spells.

 

Area Affected Resistance

Area Affected Resistance. you have resistance to force damage while in regions near water or in Wildspace. you have resistance to acid damage while you are in or near sites gripped with decay, when you are in caves, when you are in restored ruins, or when you are in swampy regions.  you have resistance to lightning damage while in desert regions, ocean regions, underground areas, or coastal regions. you have resistance to cold damage while in arctic regions, in sea regions, in cold regions, on snow capped peaks, in coastal areas, or on moons. you have resistance to poison damage while you are underground, in ancient ruins, in the feywild, or in forest regions. you have resistance to fire damage while you are in coastal regions, underwater regions, forest regions, in grassland regions, in desert regions or extreme heat regions like volcanic regions. you have resistance to radiant damage while you are close to a sun's warmth in space, while you are in a celestial realm, or while it is daytime. you have resistance to necrotic damage while in coastal regions, in the underdark, or in hell like regions. you have resistance to thunder damage while on a island or in a archipelago.

Mimicry

Mimicry. you can mimic any sound or tune you heard by using your voice.

Surprise Attack

Surprise Attack. If you surprise a creature by hitting it with an attack during the first round of combat, the target takes an extra (1d8) damage from the attack.

Dragon Pounce Or Psychic Step

Dragon Pounce Or Psychic Step. as a bonus action you can move up to half your speed and then do a melee attack or you can teleport to a space 60 feet away from you.

Arcane Sight and Tunneler

Arcane Sight and Tunneler. You have Two Extra abilities that are called, Arcane Sight and Tunneler.

Arcane Sight:

Arcane Sight. You are always able to sense the presence of magic within 60 feet of you. You see magic as a faint aura around any visible creature or object that bears magic, and you instinctively know which school of magic that magic belongs to, if any.

 Tunneler:

Tunneler. You can burrow through solid rock at half your burrowing speed in order to leave a 40-foot-diameter tunnel in your wake.

Analyze Creature

Analyze Creature. as an bonus action, you can choose one creature of your choice that is within 120 feet of you to be magically analyzed by you. you can choose to learn either that creature’s highest scores or that creature's lowest ability scores or that creature's saving throw proficiencies or that creatures damage resistances or that creatures immunities or that creature's languages.

Gaia's Rope And Constrict

Gaia's Rope And Constrict. you can use Gaia's Rope and Constrict.

Gaia's Rope:

Gaia's Rope. As an action, you can extend a plant like tentacle from your body that can harmlessly detach from you and can be used as a 40 foot long rope. this ability can be used at any time.

Note 1: the plant like tentacle is as strong as a regular rope.
Note 2: the plant like tentacle can be used as an ingredient in making normal things that require large string, or rope (like the bowstring of a non magical bow, rope for a non magical catapult, or used to make a normal rope.)

Constrict:

Constrict. Melee Weapon Attack. range: your walking speed, one creature. Hit: (1d10 + your strength modifier or 1d10 + your dexterity modifier) bludgeoning damage, and the target is grappled by you. Until this grapple ends, the target is restrained and you can’t constrict another target. the target also has to roll higher than a 15 on a strength save or take (1d10 + your strength modifier or 1d10 + your dexterity modifier) bludgeoning damage. the target is no longer grappled by you by succeeding on rolling a 16 or higher on a strength save at which point you will be thrown to the side of the target. but if the target fails 3 times to roll a 16 or higher on a strength save while still grappled by you, the target falls unconscious or dead. once you are thrown to the side of a target or when you choked someone unconscious or dead because of this ability, you have to wait two turns to use it again.

Canine And Feline Traits

Canine And Feline Traits. you have four extra abilities and they are called, Protection, Vigilant, Pack Tactics, and Running Leap.

Protection:

Protection. As a reaction, when an attacker you can see makes an attack roll against one of your allies that is within 10 feet of you, you can impose disadvantage on the attack roll.

Vigilant:

Vigilant. You can’t be surprised.

Pack Tactics:

Pack Tactics. You have advantage on attack rolls against any creature if at least one of the your allies is within 5 feet of the target you are attacking. this ability doesn't work if that ally has the incapacitated condition.

Running Leap:

Running Leap. With a 10-foot running start, you can long jump up to 25 feet.

Amorphous, Poisoned Immunity, And Shielded Mind

Amorphous, Poisoned Immunity, And Shielded Mind. you have the ability, Amorphous, the ability, Spore Regeneration, and the ability, Shielded Mind.

Amorphous: 

Amorphous. You can move through a space as narrow as 1 inch without squeezing.

Poisoned Immunity:

Poisoned Immunity. You are immune to being Poisoned.

Shielded Mind:

Shielded Mind. You are immune to scrying and to any effect that would sense your emotions, read your thoughts, or detect your location.

Plant Knowledge and Investigator

Plant Knowledge and Investigator. While you are in a forest region or jungle region, you have two abilities called, Plant Knowledge, and Investigator.

Plant Knowledge:

Plant Knowledge. You can speak, read, write, and understand the language plants speak. also you magically know the terrain in any forest and jungle but you don't know what dangers lurk in those forests and jungles.

Investigator:

Investigator. you have advantage on investigation checks, intimidation checks, insight checks, deception checks, arcana checks, perception checks, persuasion checks, stealth checks, and nature checks. you also automatically succeed on skill checks to tell whether another creature is lying.

Shapeshifted Form Traits

Shapeshifted Form Traits. you have four extra abilities, Regeneration, Uncanny Tracker, Invisible In Water, and Superspeed.

Regeneration:

Regeneration. You regain 10 hit points at the start of your turn. If you take slashing damage or fire damage, this trait doesn’t function at the start of your next turn.

Uncanny Tracker:

Uncanny Tracker. You can unerringly track any creature you have wounded in the last 24 hours, and you know the distance and direction to that creature.

Invisible In Water:

Invisible in Water. You have the invisible condition while fully immersed in water.

Superspeed:

Superspeed. Your speed is doubled for 2 hours. you can use this up to 2 times per long rest.

your mount and airship

 your mount and airship:

Mount. you now have a mount that is is as big and as small as you. the mount you have can be any creature that could be ridden. any ranged damage your mount does to a target is equal to (1d8) damage. any melee damage your mount does to a target is (2d6 + your strength modifier). when your mount attacks a target you use one of your actions to command your mount to attack that target. you can dismiss or call your mount at will. when you dismiss your mount, your mount leaves the area. when you call your mount, your mount comes to you until it is next to you. when you die, your mount doesn't die. you can ride the mount you have but it cannot use a flying speed or burrowing speed while you are riding it except to use the ability to glide using wings.

Airship. you now have a Airship that is as big as a battleship. this Airship can be any warship. any short ranged attack damage your airship does to a target on your turns is (3d20) damage of a type you choose. any long range attack damage your Airship does to a target on your turn is (2d20) damage of a type you choose. to magically command your airship to attack a target you use one of your actions to command it to attack that target. you can dismiss or call your Airship at will. when you dismiss your mount, your airship becomes as small as a toy care and then teleports into your backpack or pocket. when you call your Airship, your Airship teleports out of your backpack or pockets and returns to it's normal size. when you die, your Airship teleports to Dimensional Alcatraz Prison Armory to be stored until you are resurrected or you are literally reborn as a Werebeast. this airship has equipment in it that allows you to craft things quickly and it has jail cells in it. while the airship is moving to a destination, you and your party can get a long rest or a short rest. the airship can only be telepathically controlled by you and it cannot be stolen and destroyed.

Werepolice

Werepolice. While you are on any planet, you have four abilities. Cool Sunglasses, Living Flashlight, Trained Mind, and Vaccination Immunity.

Cool Sunglasses:

Cool Sunglasses. you are immune to being blinded by magical and non magical light. you are also immune to being charmed.

Living Flashlight:

Living Flashlight. in darkness or dim light, you can emit magical bright light in a (a number of feet equal to your walking speed) sphere centered on yourself.

Trained Mind:

Trained Mind. magical attempts to read your mind or glean your thoughts fail automatically.

Vaccination Immunity:

Vaccination Immunity. As a reaction, when you are to be afflicted by a condition other than prone, you can roll a custom 2d20 to see if you get that condition. on a roll of 15 or higher, you do not get that condition. on a roll of 14 or lower you definitely get that condition.

Trained For Combat

Trained For Combat. you have three abilities called, Combat Shoes, Combat clothing, and Ability Score Evolution.

Combat Shoes:

Combat Shoes. you can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra movement.

Combat Clothing:

Combat Clothing. you cannot be seen by other creatures who are more than 20 feet away from you. this passive ability stops working while you are unconscious and when you are dead.

Ability Score Evolution:

Ability Score Evolution. add ability score improvement homebrew feats to make your strength ability scores and your dexterity ability scores equal to your highest ability score.

Police Tactics

Police Tactics. you have three abilities, Living Shadow, Shadow Stealth, and Veil Of Shadow.

Living Shadow:

Living Shadow. While in dim light or darkness, you have Resistance to damage that isn’t fire, Force, Psychic, or Radiant.

Shadow Stealth:

Shadow Stealth. As a action or bonus action but while in dim light or darkness, you can take the hide action.

hide:

With the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity (stealth) check while in dim light or darkness, and you must be out of any enemy’s line of sight; if you can see a creature, you can discern whether it can see you.

On a successful check, you have the invisible condition while hidden. Make note of your check’s total, which is the DC for a creature to find you with a Wisdom (perception) check.

note: You stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component.

Veil Of Shadow:

Veil of Shadow. As a reaction, when you take damage of any type but psychic, fire, and radiant, each enemy creature within 5 feet of you takes (1d6) damage of a type you choose.

Medical practitioner

Medical Practitioner. While you are in the Dragon Realms or in a realm outside of time itself, you have four abilities called, Trained doctor, Reactive Melee, Medical Kit Container.

Trained Doctor:

Trained Doctor. you have advantage in rolling History checks, Medicine checks, Religion checks, and survival checks.

Reactive Melee:

Reactive Melee. After being hit by an attack roll, you can make one return fire attack roll at the creature that attacked you. if the creature attacks you with melee attack then you attack in return with a melee attack. if you are hit by a ranged attack roll, you return fire with one of your ranged weapons.

Medical Kit Container:

Medical Kit Container. you always have a container that contains an unlimited number of medical kits that allow you to stabilize a unconscious or injured creature even when you are in combat. this container also allows you to craft potions and brews instantly without needing to have any components on hand but your dungeon master decides what kinds of potions you can craft and to what amount of the potions you can craft. also, this container contains a unlimited supply of the stuff needed to use cleric spells.

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