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.
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.
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.
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.
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.
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.
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.
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.
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.
() 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.
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.
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.
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.
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.
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
the target, the spell ends.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
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.
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.
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.
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.
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.
() 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.
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.
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.
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.
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.
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.
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
each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
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.
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).
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.
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.
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).
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).
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).
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
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.