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GUIDANCE

  • casting time 1 action
  • range Touch

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

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Bender (water) cantrip divination

PINS & NEEDLES

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You momentarily shut down a small part of the nervous system of a creature you can see within range, before overstimulating it and causing crippling pain. The creature must succeed on a Constitution saving throw or take 1d8 psychic damage. If the target fails its saving throw by 5 or more, it has disadvantage on the next attack roll it makes before the end of its next turn as it temporarily loses full control of a part of its body.

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

Bender (water) Evocation cantrip

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