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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) Divination cantrip

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

SPARE THE DYING

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Bender (water) Necromancy cantrip

WATER WHIP

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Choose a source of water that you can see within range that has a volume of at least 4 pints. Make a melee spell attack against a creature within 30 feet of the source of water. On a hit, the target takes 1d6 slashing damage and, if the creature is Large or smaller, you can force it to make a Strength saving throw, pulling it up to 10 feet towards a point on the surface of the source of water on a failure. The spells damage increases by 1d6 and the distance it can pull a target increases by 5 feet when you reach 5th level (2d6 and 15 feet), 11th level (3d6 and 20 feet), and 17th level (4d6 and 25 feet).

Bender (water) Transmutation cantrip

COMMAND [1/2]

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesnt understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target cant follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesnt move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must

Bender (water) 1st level Enchantment

COMMAND [2/2]

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

be within 30 feet of each other when you target them.

Bender (water) 1st level Enchantment

CREATE OR DESTROY WATER

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

A drop of water if creating water or a few grains of sand if destroying it

You either create or destroy water. Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Bender (water) 1st level Transmutation

DETECT POISON AND DISEASE

  • casting time 1 action
  • range Self

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

A yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Bender (water) 1st level Divination (ritual)

ICE MOON

  • casting time 1 action
  • range Self (30-foot line)

  • components V, S, M
  • duration Instantaneous

a snowflake

You form a curving blade of ice and project it forward in an eviscerating rush. Each creature in a 5-foot-wide, 30-foot- long line must make a Dexterity saving throw. On a failure, a creature takes 1d6 slashing damage and 1d6 cold damage, and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half as much damage and its speed is unaffected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Bender (water) 1st level Conjuration

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PURIFY FOOD AND DRINK

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Bender (water) 1st level Transmutation (ritual)

BLOODWEAVE

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 round

You attempt to seize control of the blood inside a Humanoid you can see with range. The target must make a Constitution saving throw. On a failed save, you can force that creature to use its reaction to move up to its speed in a direction you choose, and then use its action on its next turn to do one of the following: fall prone, drop what it is holding, or make one weapon attack against a creature you choose within its reach or range. At the end of that creatures compelled action, your command over its body fades. Creatures that have a challenge rating or level of 5 or higher automatically succeed on the Constitution saving throw to resist this effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the challenge rating or level of creatures that automatically succeed on this saving throw increases by 3 for each slot level above 2nd . When you cast this spell using a spell slot of 5th level or higher, it can target any creature with blood, not only Humanoids .

Bender (water) 2nd level Enchantment

CALM WATERS

  • casting time 1 bonus action
  • range 120 feet (60-foot cube)

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

With a peaceful gesture and murmuring word, you calm the water in a 60-foot cube centred on a point within range for the duration. In the area, a tumultuous stream becomes swimmable, a stormy ocean gains a moment of reprieve, and the effects of water-based spells of a level equal to or lower than this spell, such as the riptide 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 water-based spells suppressed by this spell increases.

Bender (water) 2nd level Transmutation

ENDOLEECH

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a toenail lost to frostbite

You touch a creature, absorbing the energy from its body and bolstering your metabolism. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d6 cold damage and cant take reactions until the end of its next turn. In addition, until the end of its next turn, its speed is reduced by 15 feet, and your speed is increased by 15 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Bender (water) 2nd level Evocation

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