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Endure

  • casting time 1 Action
  • range 60 feet

  • components V,S,M
  • duration 1 Minute

Choose a willing creature you can see within range, it ceases to heed the pained calls of its body. An affected creature ignores the effects of exhaustion, the poisoned condition, and can't be incapacitated, stunned, paralysed, or fall unconscious. Each time
an affected creature takes damage that would reduce its hit points to 0, it makes a death saving throw instead. If the creature fails 3 death saving throws, it dies. When the spell ends, the creature gains a level of exhaustion for each death saving throw it failed. If the creature is resurrected after dying from these failed death saving throws, it does not regain consciousness for a duration equal to the time for which this spell affected it. When it wakes, it gains 3 levels of exhaustion. If the creature is still alive when the spell ends, it falls unconscious for a duration equal to the time for which this spell affected it. Whilst unconscious in this way, the creature can not be awakened by any means short of a wish spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the duration to 10 minutes (6th level), 1 hour (7th level), 8 hours (8th level), or 1 day (9th level).

Bender 5th level Necromancy

Eruption

  • casting time 1 Action
  • range Touch

  • components V,S,M
  • duration Instantaneous

You stamp your foot, causing the ground to fling upwards and form jagged spikes of rock in a 20-foot-radius circle centred on a point on a stone or earthen surface you can see within range.
That area becomes difficult terrain, and each creature in the area must make a Strength saving throw.
On a failure, a creature takes 4d8 piercing damage and is thrown 2d6 x 10 feet directly away from the surface (which can include vertically).
On a success, a creature takes half as much damage and isn’t thrown.
Creatures that are Huge or larger have advantage on this saving throw. Each 5-foot-diameter portion of the difficult terrain requires at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. In addition, the distance a creature is thrown increases to 2d8 x 10 feet (6th level), 2d10 x 10 feet (7th level), 2d12 x 10 feet (8th level), or 2d20 x 10 feet (9th level).

Bender 5th level Transmutation

Nomi’s Adamantine Carapace

  • casting time 1 Action
  • range Touch

  • components V,S,M
  • duration Concentration, up to 1 hour

You touch a willing creature, causing blue-green veins of adamantine to thread through its skin, making it tougher than steel and as flexible as silk. For the duration, the target has an Armor Class of 20 if its AC is lower than that, and it has resistance to acid, bludgeoning, piercing, and slashing damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the minimum AC increases by 1 for each slot level above 5th.

Bender 5th level Transmutation

Rock Tomb

  • casting time 1 Action
  • range 60 feet

  • components V,S,M
  • duration Concentration, up to 1 minute

You conjure a tomb of earth, attempting to encase a Large or smaller creature you can see within range inside of it, which occupies the same space as the creature until the spell ends.
If the target is unwilling, it can make a Dexterity
saving throw. On a success, it avoids being encased and is pushed to an unoccupied space within 5 feet of the tomb.
The tomb provides total cover for targets on the other side of it, and any creature encased within is blinded and restrained.
The tomb is an object with AC 16, 50 hit points,
immunity to poison and psychic damage, and vulnerability to thunder damage. Reducing the tomb to 0 hit points destroys it and ends the spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the AC of the tomb increases by 1, and its hit points increase by 10, for each slot level above 4th. In addition, when you use a spell slot of 6th level or higher, it can target a Huge creature, and when you use a spell slot of 8th or 9th level, it can target a Gargantuan creature.

Bender 4th level Conjuration

Slatestorm

  • casting time 1 Action
  • range Self

  • components V,M
  • duration Concentration, up to 1 minute

Razor-sharp shards of slate flit about you in a lacerating whirlwind until the spell ends.
Each creature that starts its turn within 5 feet of you or enters a space within 5 feet of you for the first time on its turn takes 3d8 slashing damage.
When you cast this spell, and as an action on subsequent turns, you can cause slate to fire out from you in a 15-foot cone. Each creature in the area must make a Dexterity saving throw, taking 3d8 slashing damage on a failure, or half as much damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Bender 4th level Conjuration

Mireball

  • casting time 1 Action
  • range 150 feet (15-foot-radius sphere)

  • components V,S,M
  • duration 1 Minute

A blob of gloopy mud splunks from your pointed finger to a point you choose within range, where it splooges with a wet burp into an explosion of sludge. Each creature in a 15-foot-radius sphere centred on that point must make a Strength saving throw.
On a failed save, a target takes 3d10 bludgeoning damage and is knocked prone.
On a successful one, it takes half as much damage and is not knocked prone.
In addition, all surfaces within the area become covered in unpredictably slick and sticky patches of mud for the duration. The first time a creature moves through the muddy area on its turn it must succeed on a Dexterity saving throw against your spell save DC or fall prone. A creature moving through the area at half speed doesn’t need to make
the saving throw.

At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d10 for
each slot level above 3rd.

Bender 3rd level Conjuration

Acid Rain

  • casting time 1 Action
  • range 90 feet (20-foot-radius, 60-foot-tall cylinder)

  • components V,S,M
  • duration Concentration, up to 1 minute

With a gentle patter, corrosive raindrops build to an acidic deluge in a 20-foot-radius, 60-foot-tall cylinder, centred on a point within range.
When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure, or half as much damage on a success.
For the duration, a creature must also make this saving throw when it enters the spell’s area for the first time on its turn or ends its turn there.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d6 for each slot level above 3rd.

Bender 3rd level Conjuration

Shielding Word

  • casting time 1 reaction, which you take when a creature within range that you can see is hit by an attack from an attacker you can see or fails a Strength or Dexterity saving throw
  • range 30 feet

  • components v
  • duration 1 Round

With a word, you coat a creature in a shimmering shield that absorbs the energy of incoming blows. The creature gains 15 temporary hit points the instant before it takes the triggering damage.
These hit points last until the start of the
creature’s next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose to either increase the range of the spell by 30 feet or increase the number of temporary hit points gained by 5, for each slot level above 2nd.

Bender 2nd level Abjuration

Snakebite

  • casting time 1 Action
  • range Self

  • components V,S,M
  • duration Concentration, up to 1 minute

You conjure a snake of shifting dirt and sliding sand. When you conjure the snake and as a bonus action on your subsequent turns, you can cause one of the following effects with it:
• Earthroot. The snake coils around you or a willing creature of your choice within 30 feet of you. Until the start of your next turn, the affected creature automatically succeeds on ability checks and saving throws to avoid being moved against its will or knocked prone.
• Tetanus Tooth. The snake lunges at a creature within 20 feet of you. Make a melee spell attack against the target. On a hit, it takes 1d6 piercing damage and 1d6 poison damage, and must succeed a con save or be poisoned until the end of your next turn.
• Sandstorm. The snake disintegrates into a cloud of fine particles, surging towards a creature within 30 feet of you. The target must succeed on a con save or be blinded until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the poison damage from the Tetanus Tooth option increases by 1d6 for each slot level above 2nd.

Bender 2nd level Conjuration

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Calm Earth

  • casting time 1 Bonus Action
  • range 120 feet (60-foot cube)

  • components V,S
  • duration Concentration, up to 1 minute

With a disciplined gesture and stalwart word, you calm the earth in a 60-foot cube centred on a point within range for the duration.
In the area, a rockslide grinds to a halt, ground tremors are soothed, and the effects of earth-based
spells of a level equal to or lower than this spell, such as the earthen uppercut spell, are prevented and suppressed.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the level of earth-based spells suppressed by this spell increases.

Bender 2nd level Transmutation

Repulsing Palm

  • casting time 1 Action
  • range Self

  • components S
  • duration Instantaneous

You empower yourself with the unimpedable motion of a tectonic plate.
Make an unarmed strike or melee attack with
a weapon you’re holding against one creature within your reach.
On a hit, the target suffers the attack’s normal effects, and if the target is Large or smaller, you can choose to push it up to 30 feet directly away from you.
If the target collides with an object or creature, it stops moving, falls prone, and takes 2d8 bludgeoning damage.
If it collides with an object, the object takes 2d8 bludgeoning damage.
If it collides with a creature, that creature must make a Dexterity saving throw, taking 2d8 bludgeoning damage and being knocked prone on a failed save, or taking half as much damage and not falling prone on a successful one.

At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage upon collision increases by 1d8 for each slot level above 1st.

Bender 1st level Evocation

Earthen Uppercut

  • casting time 1 Action
  • range 30 foot line

  • components S,M
  • duration Instantaneous

Stone erupts upward from the ground in a line extending from you that is 30 feet long, 10 feet wide, and 10 feet high.
Each creature in the area must make a Dexterity saving throw.
On a failure, a creature takes 1d10 bludgeoning damage and is flung 10 feet in a direction of your choice where it lands prone.
On a success, a creature takes half as much damage and isn’t flung.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10, and the distance you can fling a target increases by 5 feet, for each slot level above 1st.

Bender 1st level transmutation

Soften Descent

  • casting time 1 reaction, which you take when you are about to hit a surface after falling
  • range Self

  • components S
  • duration Instantaneous

With a gesture, you cause an updraft in the air, slowing your descent.

You ignore the first 30 feet when calculating
falling damage.


This spell ignores an additional 30 feet of falling damage when you reach 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet).

Bender Transmutation cantrip

Earthen Fist

  • casting time 1 Action
  • range 10 feet

  • components S
  • duration Instantaneous

You conjure a fist or foot made of rock and earth, punching it towards a creature within 10 feet of you.

Make a melee spell attack.

On a hit, the target takes 1d8 bludgeoning damage and must succeed on a Strength saving throw or you either knock it prone or push it 5 feet directly away from you (your choice).

This spell’s damage and distance a target is pushed
increases by 1d8 and 5 feet when you reach 5th level (2d8 and 10 feet), 11th level (3d8 and 15 feet), and 17th level (4d8 and 20 feet).

Bender Conjuration cantrip

Acid Stream

  • casting time 1 Action
  • range 30 foot line

  • components V,S,M
  • duration Concentration, up to 1 minute

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at the start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Bender 1st level evocation

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