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Magic Weapon

  • casting time 1 Bonus Action
  • range Touch

  • components V S
  • duration Concentration, up to an 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.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Element Bender 2nd Level Transmutation

Magic Missile

  • casting time 1 Action
  • range 120 Feet

  • components V S
  • duration Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

Element Bender 1st Level Evocation

Enhance Ability

  • casting time 1 Action
  • range Touch

  • components V S M
  • duration Concentration, up to an hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects, the target gains that 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.

Red Oniborne 2nd Level Transmutation

Dancing Lights

  • casting time 1 Action
  • range 120 Feet

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

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Element Bender Evocation Cantrip

Prestidigitation

  • casting time 1 Action
  • range 10 Feet

  • components V S
  • duration Up to an hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Red Oniborne Transmutation Cantrip

Incendiary Strike

  • casting time 1 Action
  • range Self

  • components V S
  • duration Instantaneous

Flame envelopes your strike, surging through you and into a target. Make a melee attack with a weapon or an unarmed strike against one creature within 5 feet of you. On a hit, the target suffers the attack’s normal effects, and takes an additional 1d6 fire damage.

When you reach 5th level, the attack deals an extra 1d6 fire damage (2d6) to the target on a hit, and the reach of the attack increases by 5 feet (10 feet). The fire damage and range increase by 1d6 and 5 feet again at 11th level (3d6 and 15 feet) and 17th level (4d6 and 20 feet).

Element Bender Evocation Cantrip

Fire Bolt

  • casting time 1 Action
  • range 120 Feet

  • components V S
  • duration Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Element Bender Evocation Cantrip

Cure Wounds

  • casting time 1 Action
  • range Touch

  • components V S
  • duration Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.

Red Oniborne 1st Level Evocation

Light

  • casting time 1 Action
  • range Touch

  • components V M
  • duration 1 Hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Element Bender Evocation Cantrip

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Shocking Grasp

  • casting time 1 Action
  • range Touch

  • components V S
  • duration Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

Element Bender Evocation Cantrip

Spark

  • casting time 1 Action
  • range 60 Feet

  • components V S
  • duration Instantaneous

A spark of bright light arcs from you to a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. On a critical hit, the target is also blinded until the end of its next turn.

The spell creates more than one spark when you reach higher levels: two sparks at 5th level, three sparks at 11th level, and four sparks at 17th level. You can direct the sparks at the same target or at different ones. Make a separate attack roll for each spark.

Element Bender Evocation Cantrip

Burning Hands

  • casting time 1 Action
  • range Self (15 Foot Cone}

  • components V S
  • duration Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. 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.

Element Bender 1st Level Evocation

Color Spray

  • casting time 1 Action
  • range Self (15 Foot Cone)

  • components V S M
  • duration 1 Round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Element Bender 1st Level Illusion

Faerie Fire

  • casting time 1 Action
  • range 60 Feet

  • components V
  • duration Concentration, up to a minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Element Bender 1st Level Evocation

Flash

  • casting time Reaction
  • range 10 Feet

  • components S M
  • duration Instantaneous

You exploit a creature’s focus on you to detonate a blinding flash of light. The attacking creature must succeed on a Constitution saving throw or be blinded until the end of its next turn.

Element Bender 1st Level Evocation

Hellish Rebuke

  • casting time 1 Reaction
  • range 60 Feet

  • components V S
  • duration Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Element Bender 1st Level Evocation

Inner Flame

  • casting time 1 Bonus Action
  • range Self

  • components V
  • duration Instantaneous

Your body becomes wreathed in flame. Creatures you are touching must succeed on a Constitution saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a success.
A creature you are grappling, or are grappled by, automatically fails this saving throw. If you are grappled by a creature that fails this saving throw, the creature releases you and the grapple ends.

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

Element Bender 1st Level Abjuration

Heroism

  • casting time 1 Action
  • range Touch

  • components V S
  • duration Concention, up to a minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

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.

Element Bender 1st Level Enchantment

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Calm Flames

  • casting time 1 Bonus Action
  • range 120 Feet (60 ft. Cube)

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

With a quelling gesture and subduing word, you calm any fire in a 60-foot cube centered on a point within range for the duration. In the area, a wildfire is reduced to glowing embers, a forge’s flames are extinguished, and the effects of fire-based spells of a lower level than this spell, such as the flaming sphere 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 fire-based spells suppressed by this spell increases.

Element Bender 2nd Level Transmutation

Continual Flame

  • casting time 1 Action
  • range Touch

  • components V S M
  • duration Until Dispelled

Ruby dust worth 50 gp, which the spell consumes

() A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Element Bender 2nd Level Evocation

Flame Blade

  • casting time 1 Bonus Action
  • range Self

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

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Element Bender 2nd Level Evocation

Flaming Sphere

  • casting time 1 Action
  • range 60 Feet

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

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 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.

Element Bender 2nd Level Evocation

Heat Metal

  • casting time 1 Action
  • range 60 Feet

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

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks 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 damage increases by 1d8 for each slot above 2nd.

Element Bender 2nd Level Transmutation

Invisibility

  • casting time 1 Action
  • range Touch

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

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

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.

Element Bender 2nd Level Illusion

Redirect Lightning

  • casting time 1 Reaction
  • range Self

  • components S
  • duration Instantaneous

You attempt to capture and redirect lightning. Make an Arcana check using your spellcasting ability, with a DC equal to half the lightning damage dealt. On a failure, you have resistance to lightning damage until the end of the turn. On a success, the spell’s area stops at you if it is a line, you have immunity to lightning damage until the end of the turn, and you can reflect the lightning back at the caster as though it originated from you, turning the caster into a target.

Element Bender 2nd Level Abjuration

Wanyudo's Fury

  • casting time 1 Action
  • range Self

  • components S
  • duration Instantaneous

With a series of looping cartwheels and magic-enhanced flips, you move up to 30 feet in a straight line, your hands and feet spewing jets of flame. This movement does not provoke opportunity attacks. Each creature within 5 feet of you while you move must make a Dexterity saving throw, taking 4d6 fire damage on a failed saving throw or half as much damage on successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance you can move increases by 10 feet and the damage increases by 1d6 for each slot level above 2nd.

Element Bender 2nd Level Evocation

Scorching Ray

  • casting time 1 Action
  • range 120 Feet

  • components V S
  • duration Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Element Bender 2nd Level Evocation

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