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Attachments: Heat Sink

  • casting time Long Rest
  • range Self

  • components Miscellaneous
  • duration-

Prerequisite: Level 15+ Gunner, Firearms

This attachment allows you to overheat your firearm in order to push it past its limits. When you take the Attack action on your turn and attack using a firearm with this attachment, you can make one extra ranged attack as part of that action. When you do so, you take 3d6 Fire damage as the weapon overheats. If you take any of this Fire damage, you have Disadvantage on the attack roll.

Once you make an extra attack with this attachment, you can't do so again until you use your action to vent the excess heat.

Gunner 2nd-Level Gunner Feature

Attachments: Bipod

  • casting time Long Rest
  • range Self

  • components Miscellaneous
  • duration-

Prerequisite: Level 9+ Gunner, Firearms

As an action or Bonus Action while on the ground and holding a firearm with this attachment, you can unfold and mount a bipod to aid in your aiming. While the bipod is unfolded, you have Advantage on the first ranged attack roll you make using the firearm on your turn. If you move or are moved without first folding the bipod, you have Disadvantage on attack rolls made using the firearm until the bipod is folded. You can fold the bipod back in using an action or Bonus Action.

Gunner 2nd-Level Gunner Feature

Attachments: Arcane Stabiliser

  • casting time Long Rest
  • range Self

  • components Miscellaneous
  • duration-

Prerequisite: Level 5+ Gunner, Firearms

Whenever you deal damage with a firearm with this attachment, it can deal your choice of Force damage or its normal damage type.

You gain a +1 bonus to attack rolls and damage rolls made using a firearm with this attachment starting at Gunner level 11, and a +2 bonus starting at Gunner level 15.
If the firearm already has a bonus to attack rolls and damage rolls, use the higher of the two.

Gunner 2nd-Level Gunner Feature

Attachments: Smart Grip

  • casting time Long Rest
  • range Self

  • components Miscellaneous
  • duration-

Firearms

You can't be disarmed of a firearm with this attachment unless you are Incapacitated. Starting at Gunner level 11, you can't have Disadvantage on melee attack rolls made using a firearm with this attachment.

Gunner 2nd-Level Gunner Feature

Attachments: Extended Capacity

  • casting time Long Rest
  • range Self

  • components Miscellaneous
  • duration-

Prerequisite: Reload 1 or higher, Firearms

The Reload value of a firearm with this attachment is increased by 1, to a maximum of 6.

The Reload value of a firearm with this attachment increases by an additional 1 when you reach Gunner levels 5 (2), 11 (3), and 15 (4), still to a maximum of 6.

Gunner 2nd-Level Gunner Feature

Attachments: Automatic Reloader

  • casting time Long Rest
  • range Self

  • components Miscellaneous
  • duration-

Prerequisite: Reload 1 or higher, Firearms

(Prerequisite: Reload or higher, Firearms) The first time that a firearm with this attachment needs to be reloaded, the attachment automatically reloads it (no action required). Once this attachment is triggered, it can't trigger again until you use your action to reset the reloading mechanism.

Gunner 2nd-Level Gunner Feature

Attachments: Decorative Etchings

  • casting time Long Rest
  • range Self

  • components Miscellaneous
  • duration-

Firearms

While visibly holding a firearm with this attachment, you have Advantage on Charisma (Intimidation or Persuasion) checks.

Gunner 2nd-Level Gunner Feature

Attachments: Force Pulse

  • casting time Long Rest
  • range Self

  • components Muzzle
  • duration-

Prerequisite: Level 9+ Gunner, Firearms

When you make the first ranged attack using a firearm with this attachment after reloading it, the muzzle produces a pulse of repelling force. Each Medium or smaller creature in a 5-foot Emanation originating from you is pushed 5 feet straight away from you.

You push Large or smaller creatures with this attachment starting at Gunner level 11, and you push Huge or smaller creatures with this attachment starting at Gunner level 15.

Gunner 2nd-Level Gunner Feature

Attachments: Concentration Breaker

  • casting time Long Rest
  • range Self

  • components Muzzle
  • duration-

Prerequisite: Level 9+ Gunner, Firearms

This muzzle imbues bullets that pass through it with anti-magic properties. Creatures have Disadvantage on saving throws to maintain Concentration as a result of taking damage from ranged attacks using a firearm with this attachment.

Gunner 2nd-Level Gunner Feature

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Attachments: Red-Hot Muzzle

  • casting time Long Rest
  • range Self

  • components Muzzle
  • duration-

Prerequisite: Level 5+ Gunner, Firearms

This muzzle is built with a deliberate fault that causes it to overheat. When you make the first ranged attack using a firearm with this attachment after reloading it, the muzzle becomes incandescent until the firearm is reloaded again.
The next time you hit with a melee attack using this firearm, the target takes an extra 1d6 Fire damage from the attack.

Starting at Gunner level 11, the damage die of this attachment increases to 1d8.

Gunner 2nd-Level Gunner Feature

Attachments: Muzzle Flash

  • casting time Long Rest
  • range Self

  • components Muzzle
  • duration-

Prerequisite: Level 5+ Gunner, Firearms

When you make the first ranged attack using a firearm with this attachment after reloading it, the muzzle produces a blinding flash. Each creature in a 5-foot Emanation originating from you has Disadvantage on its next attack roll before the end of its next turn, unless it has Immunity to being Blinded.

Gunner 2nd-Level Gunner Feature

Attachments: Suppressor

  • casting time Long Rest
  • range Self

  • components Muzzle
  • duration-

Firearms

A firearm with this attachment loses the Loud property.

Starting at Gunner level 11, making an attack using a firearm with this attachment while hidden doesn't reveal your location to creatures outside of the firearm's normal range.

Gunner 2nd-Level Gunner Feature

Attachments: Scattershot

  • casting time Long Rest
  • range Self

  • components Muzzle
  • duration-

Firearms

This attachment breaks bullets into a shower of shrapnel as they exit the barrel.
A firearm with this attachment can't be used to make ranged attacks. Instead, when you would make a ranged attack with it, you fire shrapnel from it in a 10-foot Cone, making one ranged attack roll.
Each creature in the area makes a Dexterity saving throw with the DC equal to the result of your attack roll.
On a failed save, a creature takes damage equal to a roll of the weapon's damage dice plus any bonuses to damage an attack with it would gain from other firearm attachments.
Magical ammunition can't be fired by a firearm with this attachment, and mundane bullets fired from it are destroyed.

Gunner 2nd-Level Gunner Feature

Attachments: Weighted Butt

  • casting time Long Rest
  • range Self

  • components Melee
  • duration-

Prerequisite: Level 9+ Gunner, Firearms

This attachment has a dangerous heft to it. A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1d4 Bludgeoning damage on a hit. If you roll a 4 on the d4 for this damage roll against a creature, that creature has Disadvantage on its next attack roll before the end of its next turn.

Starting at Gunner level 15, the damage die of this attachment increases to 1d6, and a creature has Disadvantage on a damage roll of 5 or higher.

Gunner 2nd-Level Gunner Feature

Attachments: Buckler

  • casting time Long Rest
  • range Self

  • components Melee
  • duration-

Prerequisite: Level 9+ Gunner, Firearms

This attachment consists of a small shield mounted to the barrel. While you're wielding a firearm with this attachment, you gain a +1 bonus to Armour Class.

Gunner 2nd-Level Gunner Feature

Attachments: Needle

  • casting time Long Rest
  • range Self

  • components Melee
  • duration-

Prerequisite: Level 5+ Gunner, Firearms

This attachment consists of a hollow needle filled with venomous fluid. A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1 Piercing damage on a hit. When you hit a creature with an attack using this attachment, you can inject poison into its body. When you do so, the creature becomes Poisoned until the end of its next turn. This attachment consists of a hollow needle filled with venomous fluid.

A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1 Piercing damage on a hit.

When you hit a creature with an attack using this attachment, you can inject poison into its body. When you do so, the creature becomes Poisoned until the end of its next turn.

Gunner 2nd-Level Gunner Feature

Attachments: Meathook

  • casting time Long Rest
  • range Self

  • components Melee
  • duration-

Prerequisite: Level 5+ Gunner, Firearms

This sharp hook is connected to the firearm by a short length of chain. A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1d4 Piercing damage on a hit. When you hit a Medium or smaller creature with a melee attack using this attachment, you can embed the hook in the target. While the hook is embedded on a creature, it can't move farther than 10 feet away from you, and you can use a Bonus Action to reel it 5 feet towards you.
The hook is removed from a creature if you move farther than 10 feet away from it, you make a melee attack using this attachment against a different target, or a creature uses its action to remove the hook from itself or another creature within its reach.
Starting at Gunner level 15, you can embed this
attachment in Large or smaller creatures.

Gunner 2nd-Level Gunner Feature

Attachments: Taser

  • casting time Long Rest
  • range Self

  • components Melee
  • duration-

Firearms

This metal rod crackles with electricity. A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1 Lightning damage on a hit. If a creature takes Lightning damage from this attachment, it can't take Reactions until the start of its next turn.

The damage die of this attachment increases when you reach Gunner levels 9 (1d4) and 15 (1d6).

Gunner 2nd-Level Gunner Feature

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Attachments: Bayonet

  • casting time Long Rest
  • range Self

  • components Melee
  • duration-

Firearms

This knife, spike, or similar implement allows you to use your firearm as a melee weapon. A firearm with this attachment is also a Simple Melee weapon. You can use Dexterity instead of Strength for the attack rolls and damage rolls of melee attacks made using the firearm with this attachment, and it deals 1d4 Piercing damage on a hit.

The damage die of this attachment increases when
you reach Gunner levels 5 (1d6) and 11 (1d8).

Gunner 2nd-Level Gunner Feature

Attachments: Thermal Sights

  • casting time Long Rest
  • range Self

  • components Sights
  • duration-

(Prerequisite: Level 9+ Gunner, Firearms) You have Advantage on Wisdom (Perception) checks made to detect creatures that produce heat while looking through this attachment, and you can always see those creatures regardless of light or obscured areas, as long as they're not behind Total Cover.
Some Constructs, Elementals, and Undead exist at ambient temperature and can't be seen with this property (GM's discretion).

Gunner 2nd-Level Gunner Feature

Attachments: Auto-Targeting Sights

  • casting time Long Rest
  • range Self

  • components Sights
  • duration-

(Prerequisite: Level 9+ Gunner, Firearms) When you make a ranged attack using a firearm with this attachment against a creature you can see, you can choose to activate the attachment. When you do so, you do not roll the d20 for the attack, instead, treat the roll as a 10. Once you activate this attachment, you can't activate it again unless you take an action to reset the mechanism.

Gunner 2nd-Level Gunner Feature

Attachments: Arcanovision Sights

  • casting time Long Rest
  • range Self

  • components Sights
  • duration-

(Prerequisite: Level 9+ Gunner, Firearms) While looking through this attachment, you can see a faint aura around any visible creature or object within 30 feet of you that bears magic. Starting at Gunner level 15, you can't have Disadvantage on ranged attack rolls using a firearm with this attachment against a creature or object that bears the aura.

Gunner 2nd-Level Gunner Feature

Attachments: Telescopic Sights

  • casting time Long Rest
  • range Self

  • components Sights
  • duration-

(Firearms) Attacking at long range doesn't impose Disadvantage on your attack rolls made using a firearm with this attachment.
The attachment also functions as a Spyglass.

Gunner 2nd-Level Gunner Feature

Attachments: Night Vision Sights

  • casting time Long Rest
  • range Self

  • components Sights
  • duration-

(Firearms) You have Darkvision with a range of 60 feet while looking through this attachment.

Starting at Gunner level 15, you can see normally in magical Darkness within 60 feet of yourself while looking through this attachment.

Gunner 2nd-Level Gunner Feature

Attachments: Adamantine Sights

  • casting time Long Rest
  • range Self

  • components Sights
  • duration-

(Firearms) Being Prone or targeting a Prone creature more than 5 feet away from you doesn't impose Disadvantage on ranged attack rolls made using a firearm with this attachment.

Gunner 2nd-Level Gunner Feature

Attachments: Double Barrel

  • casting time Long Rest
  • range Self

  • components Barrel
  • duration-

(Prerequisite: Level 15+ Gunner, Reload 2 or higher, Firearms) This extra barrel makes a firearm twice as dangerous. Ranged attacks made using a firearm with this attachment deal an extra die of damage to the target on a hit. The Reload value of a firearm with this attachment is halved (calculated after other attachments that affect the Reload value).

Gunner 2nd-Level Gunner Feature

Attachments: High-Velocity Barrel

  • casting time Long Rest
  • range Self

  • components Barrel
  • duration-

(Prerequisite: Level 11+ Gunner, Firearms) This magitech barrel accelerates projectiles to near impossible speeds. Ranged attacks made using a firearm with this attachment pass through the first Medium or smaller creature or object that they hit. If there's another creature or object within 5 feet straight behind the original target, make a new ranged attack roll against it. This attack roll ignores any Cover provided by the original target. The attack is otherwise stopped early by 2 feet of a fragile material such as flesh or wood, 1 foot of a resilient material such as steel or stone, or a thin sheet of a fortified material such as adamantine or mithral.

Starting at Gunner level 15, ranged attacks made using a firearm with this attachment pass through magical barriers such as those created by the Tiny Hut, Wall of Force, and Forcecage spells. In addition, ranged attack rolls made using a firearm with this attachment ignore the AC bonus provided by the Shield spell.

Gunner 2nd-Level Gunner Feature

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Attachments: Wide Barrel

  • casting time Long Rest
  • range Self

  • components Barrel
  • duration-

(Prerequisite: Level 9+ Gunner, Firearms) This wide barrel allows for larger bullets with more stopping power. When you hit a Large or smaller creature with a ranged attack using a firearm with this attachment, you can push the creature up to 5 feet straight away from you. If you hit the same creature a second time on the same turn, you can push it an additional 5 feet, or knock it Prone instead. If you roll a 1 on the d20 for a ranged attack roll using a firearm with this attachment, you are pushed 5 feet straight away from your target.

Starting at Gunner level 15, a firearm with this attachment can affect Huge or smaller creatures.

Gunner 2nd-Level Gunner Feature

Attachments: Subaquatic Barrel

  • casting time Long Rest
  • range Self

  • components Barrel
  • duration-

(Firearms) This barrel has been improved to fire underwater. Attack
rolls made using a firearm with this attachment ignore
the rules of underwater combat.

Gunner 2nd-Level Gunner Feature

Attachments: Extended barrel

  • casting time Long Rest
  • range Self

  • components Barrel
  • duration-

(Firearms) This barrel has been elongated to increase accuracy and range. The normal range of a firearm with this attachment increases by 20 feet, and its long range increases by 60 feet.

Starting at Gunner level 11, the normal range of a firearm with this attachment increases by 40 feet total, and its long range increases by a total of 120 feet.

Gunner 2nd-Level Gunner Feature

Attachments: Sawed-Off Barrel

  • casting time Long Rest
  • range Self

  • components Barrel
  • duration-

(Firearms) This barrel has been cut short to facilitate close-quarters combat. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls using a firearm with this attachment. The normal and long ranges of a firearm with this attachment are halved (calculated after other attachments that affect range).

Gunner 2nd-Level Gunner Feature

Prothesis adept

  • casting time Short / Long Rest
  • range Self

  • components-
  • duration-

You can tinker with your prosthesis, manipulating its function over the course of an hour, which can be done as part of a short or long rest. Doing so enhances it by adding one of the following properties:

• Blast (1d6 thunder, 20 ft.). The prosthesis gains the Piercing Shot superior strike.
• Hookshot (30 ft.)
• Integrated (any)
• Launch (1d6*, 30 ft.). The prosthesis gains the Battery Strike superior strike.
• Melee (1d8*, 5 ft.). The prosthesis gains the Reeling Blow superior strike.
• Mobility (climb or swim, 30 ft.).

The modification lasts until you tinker with your prosthesis again.

Hanabi Engineer Feat Feature

Moxie

  • casting time Bonus Action
  • range Self

  • components-
  • duration Instantaneous

You can use a Bonus Action to gain 1 Moxie if, on the same turn, you've made an attack against a hostile creature or forced a hostile creature to make a saving throw.

Additionally, you gain 1 Moxie each time you do any of the following:
- Score a Critical Hit on an attack roll against a hostile creature of Challenge Rating 1⁄2 or higher
- Roll a 20 on a saving throw imposed by a hostile creature.
- The first time each turn that you reduce a hostile creature of Challenge Rating 1⁄2 or higher to 0 Hit Points.
- At the end of each of your turns, you gain 1 Moxie if you hit an enemy that has a Challenge Rating of 1/2 or higher with a ranged attack roll using a firearm and didn't use any movement that turn.

If you haven't gained or expended any Moxie for 1 minute, you lose all Moxie.

Gunner 1st-Level Gunner Feature

Careful Aim

  • casting time Special Reaction
  • range 30 feet

  • components Firearm attack
  • duration Instantaneous

At the end of each of your turns, you gain 1 Moxie if you hit an enemy that has a Challenge Rating of 1/2 or higher with a ranged attack roll using a firearm and didn't use any movement that turn.

Gunner (Deadeye) 3rd-Level Gunner Feature

Calculated Ricochet

  • casting time Special Reaction
  • range 30 feet

  • components Firearm attack
  • duration Instantaneous

When you make a ranged attack roll using a firearm and miss, you can expend 1 Moxie as a special Reaction to make an attack roll against a different target within 30 feet of the original target with the same firearm and ammunition.

Gunner (Deadeye) 3rd-Level Gunner Feature

Lucky Skill

  • casting time Free
  • range Self

  • components-
  • duration Instantaneous

Using a distinctive combination of raw skill and dumb luck, you can snatch victory from the jaws of defeat. Choose a skill or tool in which you have proficiency, it becomes your Lucky Skill. When you take your Second Chance special Reaction after failing an ability check using your Lucky Skill, doing so doesn't expend Moxie.

Triankari Lucky Skills:
- Stealth
- Survival

Gunner 3rd-Level Gunner Feature

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Stakeout

  • casting time Free
  • range Self

  • components-
  • duration Instantaneous

No foe can escape your notice. Unfortunately for them, the opposite isn't true. You gain proficiency in the Perception and Stealth skills. Additionally, choose one of these skills to become an extra Lucky Skill, as per your Lucky Skill feature.

Gunner (Deadeye) 3rd-Level Gunner Feature

Bullet Time

  • casting time Bonus Action
  • range Self

  • components-
  • duration Instantaneous

As a Bonus Action, you can enter a state of heightened reflexes until the start of your next turn. For the duration, you have Advantage on attack rolls, ability checks, and Dexterity saving throws, and creatures have Disadvantage on attack rolls made against you. In addition, when you expend Moxie during this time, you can choose to expend 1 less Moxie. You can do this once for each use of this feature.
Once you use this Bonus Action, you can't do so again until you finish a Short or Long Rest.
Starting at Gunner level 17, you can use it twice before a rest.

Gunner 2nd-Level Gunner Feature

True Grit

  • casting time Special Reaction
  • range Self

  • components 1+ Moxie
  • duration Instantaneous

When you start your turn, or when an enemy starts its turn within 60 feet of you, you can expend 1 or more Moxie to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to the Moxie expended.

Gunner 1st-Level Gunner Feature

Second Chance

  • casting time Free
  • range Self

  • components 1 Moxie
  • duration Instantaneous

When you fail an ability check, you can expend 1 Moxie to reroll it, and you must use the new roll.

Gunner 1st-Level Gunner Feature

Point Blank

  • casting time Special Reaction
  • range 5 feet

  • components 1 Moxie
  • duration Instantaneous

When a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds, you can expend 1 Moxie to make an Opportunity Attack against that creature. This Opportunity Attack can be a ranged attack with a firearm you're holding instead of a melee attack.

Gunner 1st-Level Gunner Feature

Moxie Reload

  • casting time Free / Special Reaction
  • range Self

  • components 1 Moxie / Free
  • duration Instantaneous

You can expend:
- 1 Moxie to reload a firearm when you use its last bullet (no action required),
- or to take the special Reactions described below, which don't use your normal Reaction.

You can still only take one Reaction, special or otherwise, on each turn.

Gunner 1st-Level Gunner Feature

Snilloc's Snowball Swarm

  • casting time Action
  • range 90 feet

  • components V, S, M
  • duration Instantaneous

a piece of ice or a small white rock chip

() A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

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) Level 2 Evocation

Armor of Agathys

  • casting time Bonus action
  • range Self

  • components V, S, M
  • duration 1 hour

a shard of blue glass

() Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.

Using a Higher-Level Spell Slot: The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.

Bender (Water) Level 1 Abjuration

Smoke Bomb

  • casting time Attack Action
  • range 30 feet

  • components-
  • duration end of next turn

Smokebomb: As an action, you throw one of these small, spherical pellets to create a 5-foot radius cloud of smoke centred on a point within 30 feet of you. The area of the smoke is heavily obscured and lasts until the end of your next turn or until dispersed by a moderate wind (at least 10 miles per hour).

1d4 slashing Martial Melee Weapons

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Tonfa

  • casting time Attack Action
  • range 5 feet

  • components-
  • duration-

Light: When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Parry: This weapon has been designed to help you parry blows. While wielding this weapon, you can use your reaction when you are hit by a melee attack to gain a +2 bonus to AC against the triggering attack, potentially causing it to miss.

1d6 bludgeoning Martial Melee Weapons

Tessen

  • casting time Attack Action
  • range 5 feet

  • components-
  • duration-

Adaptable (bludgeoning),
Finesse, Light, Special: Fan Shield

Special: Fan Shield When you are hit by an attack made with a projectile that weighs less than 2 pounds, such as a thrown dagger, dart, arrow, or bullet, while holding this weapon, you can use your reaction to open the tessen and attempt to deflect the projectile. You gain a +2 bonus to AC against the triggering attack, potentially causing it to miss.

1d4 slashing Martial Melee Weapons

Absorb Elements (Cold)

  • casting time Reaction
  • range Self

  • components S
  • duration 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

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

Bender (Water) Level 1 Abjuration

Shape Water

  • casting time Action
  • range 30 feet

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

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 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.

Bedner (Water) Transmutation Cantrip

Frostbite

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

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

Bender (Water) Evocation Cantrip

Magic Weapon

  • casting time Bonus Action
  • range Touch

  • components V, S
  • duration 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.

Using a Higher-Level Spell Slot: The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.

Bender (Ferocity) Level 2 Transmutation

Elemental Conduit

  • casting time-
  • range-

  • components-
  • duration-

You have learnt to channel elemental energy beyond your fist to the weapons you wield. You can use your bender spellcasting ability instead of Strength or Dexterity for weapon attack and damage rolls.

Bender (Ferocity) 3rd-Level Disciple of Ferocity Feature

Martial Proficiencies

  • casting time-
  • range-

  • components-
  • duration-

You gain proficiency with medium armor, shields, and
martial weapons, and you can use any weapon you are proficient
with as a spellcasting focus for your bender spells.

Bender (Ferocity) 3rd-Level Disciple of Ferocity Feature

Magic Missile

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Water damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.

Bender (Water) Level 1 Evocation

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Elemental Combo

  • casting time 1 Bonus Action
  • range 10 / 60 feet

  • components-
  • duration-

Your strikes manifest elemental energy, which you can unleash at the peak of your combination. On your turn, after you make a weapon attack or elemental strike, or after you cast a levelled spell from your bender spell list, you can release a jet of elemental energy as a bonus action. Make a melee spell attack against a creature within 10 feet of you or a ranged spell attack against a creature within 60 feet of you. On a hit, it deals 1d4 damage of a type with which you have affinity. If the target of this attack is within 10 feet of you, you can add your spellcasting ability modifier to the damage.

At Higher Levels: This attack's damage increases by 1d4 when you reach 6th level (2d4), 10th level (3d4) and 14th level (4d4) in this class.

Bender 2nd-Level Bender Feature

Elemental Strikes (1/2)

  • casting time Attack Action
  • range 10 / 60 feet

  • components-
  • duration Instantaneous

You have learnt to unite magic with movement, giving you a unique and deadly combat style. When you take the Attack action, you can make melee or ranged spell attacks called elemental
strikes as one or more of your attacks. The strike deals damage of a type with which you have affinity (your choice when you make the attack).

• Melee: A melee elemental strike is an unarmed strike that has a reach of 10 feet and deals damage equal to 1d6 plus your bender spellcasting ability modifier on a hit.

• Ranged: A ranged elemental strike has a range of 60 feet and deals damage equal to 1d4 plus your bender spellcasting ability modifier on a hit. This damage does not increase with level. However, any magic items that confer a bonus to the attack and damage rolls of your unarmed strikes confer the same bonus to your elemental strikes.

Bender 1st-Level Bender Feature

Elemental Strikes (2/2)

  • casting time Attack Action
  • range 10 / 60 feet

  • components-
  • duration Instantaneous

The superior strikes for these attacks are Flurry (for melee attacks) and Battery Strike (for ranged attacks), both unlocked by the tier 2 Pugilist advanced technique.
See the Advanced Weapon Masteries chapter on page 83 for more details on superior strikes and advanced techniques.

Bender 1st-Level Bender Feature

Elemental Affinity (1/2)

  • casting time-
  • range-

  • components-
  • duration-

You find attunement with one of the four elements. Choose one of the following: air, earth, fire, or water. The spells associated with that element (see Bender Spell List on page 164) are added to your bender spell list.
Each element is associated with one or two damage types:
Air: Thunder.
Earth: Acid & bludgeoning.
Fire: Fire & lightning.
Water: Cold.

Bender 1st-Level Bender Feature

Elemental Affinity (2/2)

  • casting time-
  • range-

  • components-
  • duration-

At Higher Levels: At 6th, 10th, and 14th levels, you
choose one of the four elements to gain affinity with, either a new element or one you've chosen before. This has some immediate effects and interacts with some subclass features (see below).

New Elemental Affinity: If you choose a new element with which to gain affinity, you add its spells to your bender spell list, and you learn one cantrip of your choice from the new element's list. This cantrip doesn't count against the number of cantrips you know.

Repeated Elemental Affinity: If you choose an element for which you already had affinity, spells that you cast from that spell list are cast one level higher than the level of spell slot you expend. This effect stacks, if you choose to gain affinity with the same element four times, your spells from that element's list are cast three levels higher than the spell slot you expend.

Bender 1st-Level Bender Feature

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) Biomancy 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 spell's 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

Ice Moon

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

  • components V, S, M (a snowflake)
  • duration Instantaneous

You form a curving blade of ice and project it forward in an eviscerating rush. Each creature in a 5-foot-wide, 30-footlong 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

Mirror of Reflection

  • casting time 1 bonus action
  • range 60 feet

  • components V, S, M (a shard of reflective glass)
  • duration 10 minutes

You create a floating sheet of curved, reflective ice within range that lasts for the duration or until you cast this spell again. When a creature you can see makes a ranged attack with a piece of ammunition or other physical missile that passes through a space within 10 feet of the mirror, you can use your reaction to move the mirror to intercept the missile. Make a ranged spell attack. If the result of your attack roll is higher than the missile’s attack roll, the missile is redirected back at the attacking creature, using your ranged attack roll to determine whether it hits or misses. As a bonus action on your turn, you can move the mirror up to 20 feet.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the distance at which the mirror can intercept a missile increases by 5 feet, and the distance you can move the mirror as a bonus action on your turn increases by 10 feet, for each slot level above 2nd.

Bender (water) 2nd-level conjuration

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Endoleech

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

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 can’t 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 biomancy

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

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 creature’s 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

Suggestion [1/2]

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration Concentration, up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight five her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage

Bender (water) 2nd level Enchantment

Suggestion [2/2]

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration Concentration, up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

the target, the spell ends.

Bender (water) 2nd level Enchantment

Charm Person

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Bender (water) 1st level Enchantment

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Bender (water) 2nd level Abjuration

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a small, straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Bender (water) 2nd level Enchantment

Enhance Ability

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Bender (water) 2nd level Transmutation

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Calm Emotions

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Bender (water) 2nd level Enchantment

Aid

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Bender (water) 2nd level Abjuration

Riptide

  • casting time 1 action
  • range 300 feet

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

Choose one creature you can see within range that is in at least 2 feet of water and choose a direction. Turbulent currents wrap around the creature. For the duration, the target must make a Strength saving throw at the start of each of its turns. On a failure, it is dragged 30 feet in the direction you chose, and its swimming speed is reduced to 0 feet until the start of its next turn. On a success, the creature can move normally until the start of its next turn.

As a bonus action on your turn, you can change the direction of the underwater currents. The spell ends early if the creature is ever out of the spell’s range or is no longer in water at least 2 feet deep.

Bender (water) 2nd-level transmutation

Purify Food and Drink (ritual)

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

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

Create or Destroy Water

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

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

Command [1/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 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 doesn't 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 DM determines how the target behaves. If the target can't 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 doesn't 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

Bender (water) 1st level Enchantment

Command [2/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Bender (water) 1st level Enchantment

Ray of Frost

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Bender (water) Evocation Cantrip

Spare the Dying

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

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

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Guidance

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, 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

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