This is homebrew, submitted by a member of the community.
Hush
Hush
Medium Monstrosity, Lawful EvilMedium Monstrosity, Lawful Evil
Unrivaled Reflexes. Hush's reflexes are tuned to such an extent that he has access to three reactions.
Speed Demon. Hush's enhanced agility and extra limbs allow him to perform two bonus actions per turn.
Silence. A 60 ft radius surrounding Hush is rendered silent by his psychic prowess. Those within this radius cannot speak, are deaf, and are immune to thunder damage.
Alert. Hush gains a +5 bonus to initiative, and cannot be surprised while he is conscious.
Charger. As part of the dash action you can make a melee attack with a +5 bonus if he moves at least 10 ft before.
Mobile. When Hush makes a melee attack against a creature, he does not provoke opportunity attacks from that creature for the rest of the turn, whether he hit or not.
Mage Slayer. Hush can use a reaction to make a melee attack against a spellcaster, and gains advantage on saving throws against spells cast within 5 feet. Additionally, any time Hush forces a creature to roll to maintain concentration, the save is made at a -5 penalty.
Skulker. Ranged weapon attacks do not reveal Hush's position and he can hide in a lightly obscured area.
Undetectable. Hush cannot be detected or targeted by divination magic, including scrying sensors.
Transcendental Movement. Difficult terrain doesn't cost Hush extra movement. In addition, magic can neither reduce his speed nor cause him to be paralyzed or restrained.
Spell Turning. Hush has advantage on saving throws against any spell that targets only him (not in an area of effect). In addition, if he rolls a 25 or better for the save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Chameleon Carapace. Hush can change the color of his carapace to match the color and texture of his surroundings, giving him advantage on Dexterity (Stealth) checks made to hide in those surroundings.
Secondary Arms. Hush has two slightly smaller secondary arms below his primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
Sleepless. Hush does not require sleep and can choose to remain conscious during a long rest, though he must still refrain from strenuous activity to gain the benefit of the rest.
Thri-kreen Telepathy. Without the assistance of magic, Hush can’t speak the non-thri-kreen languages he knows. Instead he uses telepathy to convey his thoughts. Hush has the magical ability to transmit his thoughts mentally to willing creatures within 120 feet of himself. A contacted creature doesn’t need to share a language with him to understand his thoughts, but it must be able to understand at least one language. Hush's telepathic link to a creature is broken if him and the creature move more than 120 feet apart, if either of them is incapacitated, or if either of them mentally breaks the contact (no action required).
Thrown Weapon Fighting. Hush can draw a weapon that has the thrown property as part of the attack he makes with the weapon.In addition, when he hits with a ranged attack using a thrown weapon, he gains a +3 bonus to the damage roll.
Unleash Incarnation. Hush can heighten his echo's fury. Whenever he takes the Attack action, he can make one additional melee attack from the echo's position.
Hush can use this feature a number of times equal to his Constitution modifier (a minimum of once). He regains all expended uses when he finishes a long rest.
Sneak Attack. Hush knows how to strike subtly and exploit a foe's distraction. Once per turn, Hush can deal an extra 10d8 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon.
Hush doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and he don't have disadvantage on the attack roll.
Uncanny Dodge. When an attacker that hush can see hits him with an attack, he can use a reaction to halve the attack's damage against him.
Evasion. Hush can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Reliable Talent. Hush has refined his chosen skills until they approach perfection. Whenever he makes an ability check that lets him add his proficiency bonus, he can treat a d20 roll of 9 or lower as a 10.
Blindsense. Hush is aware of the location of any hidden or invisible creature within 10 feet of himself.
Elusive. Hush is so evasive that attackers rarely gain the upper hand against him. No attack roll has advantage against him while he isn't incapacitated.
Stroke of Luck. Hush has an uncanny knack for succeeding when he needs to. If his attack misses a target within range, he can turn the miss into a hit. Alternatively, if he fails an ability check, he can treat the d20 roll as a 20.
Once he uses this feature, he can't use it again until he finishes a short or long rest.
Psionic Power. Hush harbors a wellspring of psionic energy within himself. This energy is represented by his Psionic Energy dice, which are each a d12. He has a number of these dice equal to twice his proficiency bonus, and they fuel various psionic powers he has, which are detailed below.
Some of his powers expend the Psionic Energy die they use, as specified in a power's description, and he can't use a power if it requires him to use a die when his dice are all expended. Hush regains all his expended Psionic Energy dice when he finishes a long rest. In addition, as a bonus action, he can regain two expended Psionic Energy dice, but he can't do so again until he finishes a short or long rest.
Psi-Bolstered Knack. When his nonpsionic training fails him, Hush's psionic power can help: if he fails an ability check using a skill or tool with which he has proficiency, he can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. Hush expends the die only if the roll succeeds.
Psychic Whispers. Hush can establish telepathic communication between himself and others — perfect for quiet infiltration. As an action, choose one or more creatures he can see, up to a number of creatures equal to his proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with him, and he can speak telepathically with them. To send or receive a message (no action required), Hush and the other creature must be within 2 miles of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). Hush and the creature don't need to speak a common language to understand each other.
The first time he uses this power after each long rest, he doesn't expend the Psionic Energy die. All other times he uses the power, he expends the die.
Psychic Blades. Hush can manifest his psionic power as shimmering blades of psychic energy. Whenever he takes the Attack action, he can manifest a psychic blade from his free hand and make the attack with that blade. This psychic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d12 plus the ability modifier he used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After he attacks with the blade, he can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided his other hand is free to create it. The damage die of this bonus attack is 1d10, instead of 1d12.
Soul Blades. Hush's Psychic Blades are an expression of his psi-suffused soul, giving him these powers that use his Psionic Energy dice:
Homing Strikes. If Hush makes an attack roll with his Psychic Blades and misses the target, he can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, he expends the Psionic Energy die.
Rend Mind. Hush can sweep his Psychic Blade directly through a creature's mind. When he uses his Psychic Blades to deal Sneak Attack damage to a creature, he can force that target to make a Wisdom saving throw (DC 22). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once he uses this feature, he can't do so again until he finishes a long rest, unless he expends three Psionic Energy dice to use it again.
[b][i]Unrivaled Reflexes.[/i][/b] Hush's reflexes are tuned to such an extent that he has access to three reactions.
[b][i]Speed Demon.[/i][/b] Hush's enhanced agility and extra limbs allow him to perform two bonus actions per turn.
[b][i]Silence.[/i][/b] A 60 ft radius surrounding Hush is rendered silent by his psychic prowess. Those within this radius cannot speak, are deaf, and are immune to thunder damage.
[b][i]Alert.[/i][/b] Hush gains a [+5] bonus to initiative, and cannot be surprised while he is conscious.
[b][i]Charger.[/i][/b] As part of the dash action you can make a melee attack with a [+5] bonus if he moves at least 10 ft before.
[b][i]Mobile.[/i][/b] When Hush makes a melee attack against a creature, he does not provoke opportunity attacks from that creature for the rest of the turn, whether he hit or not.
[b][i]Mage Slayer.[/i][/b] Hush can use a reaction to make a melee attack against a spellcaster, and gains advantage on saving throws against spells cast within 5 feet. Additionally, any time Hush forces a creature to roll to maintain concentration, the save is made at a -5 penalty.
[b][i]Skulker.[/i][/b] Ranged weapon attacks do not reveal Hush's position and he can hide in a lightly obscured area.
[b][i]Undetectable.[/i][/b] Hush cannot be detected or targeted by divination magic, including scrying sensors.
[b][i]Transcendental Movement.[/i][/b] Difficult terrain doesn't cost Hush extra movement. In addition, magic can neither reduce his speed nor cause him to be paralyzed or restrained.
[b][i]Spell Turning.[/i][/b] Hush has advantage on saving throws against any spell that targets only him (not in an area of effect). In addition, if he rolls a 25 or better for the save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
[b][i]Chameleon Carapace.[/i][/b] Hush can change the color of his carapace to match the color and texture of his surroundings, giving him advantage on Dexterity (Stealth) checks made to hide in those surroundings.
[b][i]Secondary Arms.[/i][/b] Hush has two slightly smaller secondary arms below his primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
[b][i]Sleepless.[/i][/b] Hush does not require sleep and can choose to remain conscious during a long rest, though he must still refrain from strenuous activity to gain the benefit of the rest.
[b][i]Thri-kreen Telepathy.[/i][/b] Without the assistance of magic, Hush can’t speak the non-thri-kreen languages he knows. Instead he uses telepathy to convey his thoughts. Hush has the magical ability to transmit his thoughts mentally to willing creatures within 120 feet of himself. A contacted creature doesn’t need to share a language with him to understand his thoughts, but it must be able to understand at least one language. Hush's telepathic link to a creature is broken if him and the creature move more than 120 feet apart, if either of them is incapacitated, or if either of them mentally breaks the contact (no action required).
[b][i]Thrown Weapon Fighting.[/i][/b] Hush can draw a weapon that has the thrown property as part of the attack he makes with the weapon.
In addition, when he hits with a ranged attack using a thrown weapon, he gains a [+3] bonus to the damage roll.
[b][i]Unleash Incarnation.[/i][/b] Hush can heighten his echo's fury. Whenever he takes the Attack action, he can make one additional melee attack from the echo's position.
Hush can use this feature a number of times equal to his Constitution modifier (a minimum of once). He regains all expended uses when he finishes a long rest.
[b][i]Sneak Attack.[/i][/b] Hush knows how to strike subtly and exploit a foe's distraction. Once per turn, Hush can deal an extra [10d8] damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon.
Hush doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and he don't have disadvantage on the attack roll.
[b][i]Uncanny Dodge.[/i][/b] When an attacker that hush can see hits him with an attack, he can use a reaction to halve the attack's damage against him.
[b][i]Evasion.[/i][/b] Hush can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
[b][i]Reliable Talent.[/i][/b] Hush has refined his chosen skills until they approach perfection. Whenever he makes an ability check that lets him add his proficiency bonus, he can treat a [d20] roll of 9 or lower as a 10.
[b][i]Blindsense.[/i][/b] Hush is aware of the location of any hidden or invisible creature within 10 feet of himself.
[b][i]Elusive.[/i][/b] Hush is so evasive that attackers rarely gain the upper hand against him. No attack roll has advantage against him while he isn't incapacitated.
[b][i]Stroke of Luck.[/i][/b] Hush has an uncanny knack for succeeding when he needs to. If his attack misses a target within range, he can turn the miss into a hit. Alternatively, if he fails an ability check, he can treat the [d20] roll as a 20.
Once he uses this feature, he can't use it again until he finishes a short or long rest.
[b][i]Psionic Power.[/i][/b] Hush harbors a wellspring of psionic energy within himself. This energy is represented by his Psionic Energy dice, which are each a [d12]. He has a number of these dice equal to twice his proficiency bonus, and they fuel various psionic powers he has, which are detailed below.
Some of his powers expend the Psionic Energy die they use, as specified in a power's description, and he can't use a power if it requires him to use a die when his dice are all expended. Hush regains all his expended Psionic Energy dice when he finishes a long rest. In addition, as a bonus action, he can regain two expended Psionic Energy dice, but he can't do so again until he finishes a short or long rest.
[b][i]Psi-Bolstered Knack.[/i][/b] When his nonpsionic training fails him, Hush's psionic power can help: if he fails an ability check using a skill or tool with which he has proficiency, he can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. Hush expends the die only if the roll succeeds.
[b][i]Psychic Whispers.[/i][/b] Hush can establish telepathic communication between himself and others — perfect for quiet infiltration. As an action, choose one or more creatures he can see, up to a number of creatures equal to his proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with him, and he can speak telepathically with them. To send or receive a message (no action required), Hush and the other creature must be within 2 miles of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). Hush and the creature don't need to speak a common language to understand each other.
The first time he uses this power after each long rest, he doesn't expend the Psionic Energy die. All other times he uses the power, he expends the die.
[b][i]Psychic Blades.[/i][/b] Hush can manifest his psionic power as shimmering blades of psychic energy. Whenever he takes the Attack action, he can manifest a psychic blade from his free hand and make the attack with that blade. This psychic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to [1d12] plus the ability modifier he used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After he attacks with the blade, he can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided his other hand is free to create it. The damage die of this bonus attack is [1d10], instead of [1d12].
[b][i]Soul Blades.[/i][/b] Hush's Psychic Blades are an expression of his psi-suffused soul, giving him these powers that use his Psionic Energy dice:
[b][i]Homing Strikes.[/i][/b] If Hush makes an attack roll with his Psychic Blades and misses the target, he can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, he expends the Psionic Energy die.
[b][i]Rend Mind.[/i][/b] Hush can sweep his Psychic Blade directly through a creature's mind. When he uses his Psychic Blades to deal Sneak Attack damage to a creature, he can force that target to make a Wisdom saving throw (DC 22). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once he uses this feature, he can't do so again until he finishes a long rest, unless he expends three Psionic Energy dice to use it again.
Actions
Attack. +14 to hit, reach 60 ft., one target. Hit: 16 (1d12+10) psychic damage.
Attack Offhand. +14 to hit, reach 60 ft., one target. Hit: 15 (1d10+10) psychic damage.
Sneak Attack. Once per turn, add 44 (10d8) damage to an attack, as well as modifiers from his psychic powers.
Second Wind. Hush has a limited well of stamina that he can draw on to protect himself from harm. On his turn, he can use a bonus action to regain hit points equal to 3d10 + 3.
Once he uses this feature, he must finish a short or long rest before he can use it again.
Action Surge. Hush can push himself beyond his normal limits for a moment. On his turn, he can take one additional action.
Once he uses this feature, he must finish a short or long rest before he can use it again.
Cunning Action. Hush's quick thinking and agility allows him to move and act quickly. Hush can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Psychic Teleportation. As a bonus action, Hush manifests one of his Psychic Blades. He expends one Psionic Energy die and rolls it, throwing the blade at an unoccupied space he can see, up to a number of feet away equal to 10 times the number rolled. He then teleports to that space, and the blade vanishes.
Psychic Veil. Hush can weave a veil of psychic static to mask himself. As an action, he can magically become invisible, along with anything he is wearing or carrying, for 1 hour or until he dismisses this effect (no action required). This invisibility ends early immediately after he deals damage to a creature, or he forces a creature to make a saving throw.
Once he uses this feature, he can't do so again until he finishes a long rest, unless he expends a Psionic Energy die to use this feature again.
Manifest Echo. Hush can use a bonus action to magically manifest an echo of himself in an unoccupied space he can see within 20 feet of himself. This echo is a magical, translucent, gray image of him that lasts until it is destroyed, until her dismisses it as a bonus action, until he manifests another echo, or until he is incapacitated.
Hush's echo has AC 21, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses his saving throw bonus for the roll. It is the same size as him, and it occupies its space. On his turn, he can mentally command the echo to move up to 40 feet in any direction (no action required). If his echo is ever more than 40 feet from him at the end of his turn, it is destroyed.
As a bonus action, he can teleport, magically swapping places with his echo at a cost of 15 feet of his movement, regardless of the distance between the two of them.
When Hush takes the Attack action on his turn, any attack he makes with that action can originate from his space or the echo's space. He makes this choice for each attack.When a creature that he can see within 5 feet of his echo moves at least 5 feet away from it, he can use a reaction to make an opportunity attack against that creature as if he were in the echo's space.
[b][i]Attack.[/i][/b] [+14] to hit, reach 60 ft., one target. Hit: 16 ([1d12+10]) psychic damage.
[b][i]Attack Offhand.[/i][/b] [+14] to hit, reach 60 ft., one target. Hit: 15 ([1d10+10]) psychic damage.
[b][i]Sneak Attack.[/i][/b] Once per turn, add 44 ([10d8]) damage to an attack, as well as modifiers from his psychic powers.
[b][i]Second Wind.[/i][/b] Hush has a limited well of stamina that he can draw on to protect himself from harm. On his turn, he can use a bonus action to regain hit points equal to [3d10] + 3.
Once he uses this feature, he must finish a short or long rest before he can use it again.
[b][i]Action Surge.[/i][/b] Hush can push himself beyond his normal limits for a moment. On his turn, he can take one additional action.
Once he uses this feature, he must finish a short or long rest before he can use it again.
[b][i]Cunning Action.[/i][/b] Hush's quick thinking and agility allows him to move and act quickly. Hush can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
[b][i]Psychic Teleportation.[/i][/b] As a bonus action, Hush manifests one of his Psychic Blades. He expends one Psionic Energy die and rolls it, throwing the blade at an unoccupied space he can see, up to a number of feet away equal to 10 times the number rolled. He then teleports to that space, and the blade vanishes.
[b][i]Psychic Veil.[/i][/b] Hush can weave a veil of psychic static to mask himself. As an action, he can magically become invisible, along with anything he is wearing or carrying, for 1 hour or until he dismisses this effect (no action required). This invisibility ends early immediately after he deals damage to a creature, or he forces a creature to make a saving throw.
Once he uses this feature, he can't do so again until he finishes a long rest, unless he expends a Psionic Energy die to use this feature again.
[b][i]Manifest Echo.[/i][/b] Hush can use a bonus action to magically manifest an echo of himself in an unoccupied space he can see within 20 feet of himself. This echo is a magical, translucent, gray image of him that lasts until it is destroyed, until her dismisses it as a bonus action, until he manifests another echo, or until he is incapacitated.
Hush's echo has AC 21, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses his saving throw bonus for the roll. It is the same size as him, and it occupies its space. On his turn, he can mentally command the echo to move up to 40 feet in any direction (no action required). If his echo is ever more than 40 feet from him at the end of his turn, it is destroyed.
As a bonus action, he can teleport, magically swapping places with his echo at a cost of 15 feet of his movement, regardless of the distance between the two of them.
When Hush takes the Attack action on his turn, any attack he makes with that action can originate from his space or the echo's space. He makes this choice for each attack.
When a creature that he can see within 5 feet of his echo moves at least 5 feet away from it, he can use a reaction to make an opportunity attack against that creature as if he were in the echo's space.
Legendary Actions
Hide. (2/Round) Hush uses the hide action and moves 1/2 his move speed. [b][i]Hide. (2/Round)[/i][/b] Hush uses the hide action and moves 1/2 his move speed.Details
The Gem of the Yog-Seth Thri-Kreen, Hush hails from eras past where the Thri-Kreen reigned supreme over the subterranean continents, before the slavers' empires brought their species low. Hush serves the queen now, though the queen recognizes his wisdom and distain for authoritative figures. She, more often than not, seeks commune and socialization with the monolithic insectoid, often to his chagrin, though thrones help anyone who would seek to do her harm after his rescue by her hand from banishment to the Neglected Realm. The Original mageslayer arrives not with fanfare, but crushing, overbearing...
Silence.
The Gem of the Yog-Seth Thri-Kreen, Hush hails from eras past where the Thri-Kreen reigned supreme over the subterranean continents, before the slavers' empires brought their species low. Hush serves the queen now, though the queen recognizes his wisdom and distain for authoritative figures. She, more often than not, seeks commune and socialization with the monolithic insectoid, often to his chagrin, though thrones help anyone who would seek to do her harm after his rescue by her hand from banishment to the Neglected Realm. The Original mageslayer arrives not with fanfare, but crushing, overbearing...[b][i]Silence.[/i][/b]
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Their contribution stands as a beacon of hope for all adventurers!