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Wall Of Stone

  • casting time 1 Action
  • range 120 feet

  • components V,S,M
  • duration Concentration, up to 10 minutes

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dex save. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you want, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or resting on any firm foundation. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled.

Bender 5th level Evocation

Protection From Energy

  • casting time 1 Action
  • range Touch

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

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Bender 3rd level Abjuration

Meld into Stone (ritual)

  • casting time 1 Action
  • range Touch

  • components V,S
  • duration 8 hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Bender 3rd level Transmutation

Spike Growth

  • casting time 1 Action
  • range 150 feet

  • components V,S,M
  • duration Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Bender 2nd level Transmutation

Protection From Poison

  • casting time 1 Action
  • range Touch

  • components V,S
  • duration 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Bender 2nd level Abjuration

Melf's Acid Arrow

  • casting time 1 Action
  • range 90 feet

  • components V,S,M
  • duration Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd

Bender 2nd level Evocation

Entangle

  • casting time 1 Action
  • range 90 feet

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

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.

Bender 1st level Conjuration

Earth Tremor

  • casting time 1 Action
  • range 10 feet

  • components V,S
  • duration Instantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Bender 1st level Evocation

Produce Flame

  • casting time 1 Action
  • range Self

  • components V,S
  • duration 10 Minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Bender Conjuration Cantrip

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Mold Earth

  • casting time 1 Action
  • range 30 feet

  • components S
  • duration Instantaneous or 1 hour (see below)

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain . This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Bender Transmutation Cantrip

Druidcraft

  • casting time 1 Action
  • range 30 feet

  • components V,S
  • duration Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range.
• You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
• You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small campfire.

Bender Transmutation Cantrip

Otiluke's Resilient Sphere

  • casting time 1 Action
  • range 30 feet

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

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing, not physical objects, energy, or other spell effects, can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.

Bender 4th level Evocation

Disguise Self

  • casting time 1 Action
  • range Self

  • components V,S
  • duration 1 Hour

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Bender 1st level Illusion

Shield

  • casting time 1 Reaction
  • range Self

  • components V,S
  • duration 1 Round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile

Bender 1st level Abjuration

Sword Burst

  • casting time 1 Action
  • range Self (5 foot radius)

  • components V
  • duration Instantaneous

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Bender Conjuration Cantrip

Acid Splash

  • casting time 1 Action
  • range 60 feet

  • components V,S
  • duration Instantaneous

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spells damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).

Bender Conjuration Cantrip

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

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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

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

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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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