Bender Class

by Ogskive

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1
Bender Class | Cover

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Bender

Starting Wealth

When you create your character, you may start with a number of gold pieces based on your class if you forgo your starting equipment from your class and background. You decide how your character came by this starting wealth.

Starting Wealth
Class Funds
Bender 3d4 x 10 gp

Multiclass Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one. See the Multiclassing Prerequisites table and page 163 of the Player's Handbook for the prerequisites necessary to multiclass.

Multiclassing Prerequisites
Class Ability Score Minimum
Bender Wisdom 13

Multiclass Proficiencies

When you first gain a level in a class other than your initial class, you gain only some of the new class's starting proficiencies. See the Multiclassing Proficiencies table and page 164 of the Player's Handbook for the proficiencies you gain.

Multiclassing Proficiencies
Class Proficiencies Gained
Bender Light armor, medium armor, simple weapons

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Art Credit
  • Banner by Cam Lopez
  • Everything else sourced from Nickelodeon's Avatar the Last Airbender and The Legend of Korra
2
Bender Class | Overview
Bender
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Bending (d4), Spirit Sight, Elemental Heritage
2nd +2 Subtle Hand, Spellcasting 2 2
3rd +2 Elemental Heritage Feature 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Bending (d6), Extra Attack 4 4 2
6th +3 Eyes of the Ethereal 4 4 2
7th +3 Elemental Heritage Feature 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 Bending (d8) 6 4 3 2
10th +4 Greater Sight 6 4 3 2
11th +4 Elemental Heritage Feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 Bending (d10) 8 4 3 3 1
14th +5 Meld with Spirits 8 4 3 3 1
15th +5 Elemental Heritage Feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 Bending (d12) 10 4 3 3 3 1
18th +6 Primordial Recovery 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Master of Elements 11 4 3 3 3 2

Quick Build

You can make a bender quickly by following these suggestions. First, Strength or Wisdom should be your highest ability score (or Dexterity if you plan on playing an airbender). Second, choose the folk hero background.

Class Features

As a bender, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per bender level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bender level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, longswords, shortswords
  • Tools: None

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Medicine, or Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) a shortsword and a shield, (b) a longsword, or (c) any two simple weapons
  • (a) an explorer's pack or (b) a priest's pack
3
Bender Class | Overview

Bending

Your elemental affinity rages as you do in combat. When you make an attack with a melee weapon or an unarmed strike for the first time each turn, you can choose to roll a bending damage die and add it to the total damage dealt on a hit. The bending damage die is a d4. The type of damage of the bending damage die depends on your elemental heritage.

The bending damage die increases when you reach certain levels in this class: to 1d6 at 5th level, to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Spirit Sight

The spirits that reside within you allow you to peer within the Ethereal Plane. As a bonus action on your turn, you can glimpse into the Ethereal Plane for 1 minute or until your concentration ends (as if you were concentrating on a spell). While glimpsing, you can only see 60 feet into the Ethereal Plane and you are deafened to sounds that originate further than 60 feet away on the Ethereal Plane.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Elemental Heritage

Choose a elemental heritage, which reflects your familial affinity for elemental spirits: Air, Earth, Fire, or Water, all detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level and again at 3rd, 7th, 11th, and 15th level.

Subtle Hand

Starting at 2nd level, your guiding spirits lend you a subtle hand and cleverly direct fate in your favor. This grants you the following benefits:

  • When you make a saving throw to maintain concentration, you can choose to make a Wisdom saving throw instead of a Constitution saving throw.
  • You may add your Wisdom modifier to death saving throws.
  • When you die, your soul is incapable of being corrupted, captured, abused, or harmed in any way.

Spellcasting

By the time you reach 2nd level, you have developed a relationship with the natural spirits of the world to the point where you can enact their power. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this class description for the elemental heritage spell lists.

Spell SLots

The Bender table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from your elemental heritage's spell list.

The Spells Known column of the Bender table shows when you learn more bender spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bender spells you know and replace it with another spell from your elemental heritage's spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your bender powers, since your magic comes from the enlightenment you draw from your familial elemental spirits. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a bender spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

Your body is a spellcasting focus for your bender spells.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Eyes of the Ethereal

At 6th level, your spirit can reach out and touch the spirits of others. If you spend at least 1 minute honing your attention towards a creature that you can see, you learn basic general information about them such as their name, place of birth, background, and class (if they have one). You also learn the creature's mood, their general goals, and anything else the DM determines their spirit may offer. You can't sense any information on undead, constructs, or any creature that is missing a soul.

Greater Sight

At 10th level, your elemental attunement becomes strong while you're glimpsing into the Ethereal Plane. While you are concentrating on doing so, you roll an extra bending damage die each time you deal damage with one and you gain blindsense out to a range of 10 feet.

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Bender Class | Overview

Meld with Spirits

Beginning at 14th level, you can use an action to cast the etherealness spell on yourself. When you would roll your bending damage dice while on the Ethereal Plane, you may forgo rolling and instead deal maximum damage.

Once you enter the Ethereal Plane in this way, you can't do so again until you finish a long rest.

Primordial Recovery

Starting at 18th level, you can draw upon your guardian spirits to replenish your spent reserves. As an action, you can regain a spell slot and heal for an amount equal to half your hit point maximum.

Once you use this feature, you can't do so again until you finish a long rest.

Master of Elements

At 20th level you have mastered your familial element. Your bending damage dice overcome resistance and immunity. When you make an attack roll with an unarmed strike or melee weapon you score a critical hit on a roll of 18-20 and you roll an extra bending damage die.

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Bender Class | Elemental Heritages

Elemental Heritages

You elemental affinity stems from one of the four elemental planes: Air, Earth, Fire, or Water.

Air

Those inhabited by spirits of air, known as airbenders, train by the tenets of the wind. Like bouts of air, airbenders are swift and able to bob and weave out of danger with ease. Like the nonconfrontational passage of the wind, airbenders train in the ways of peace, diplomacy, and spiritual guidance rather than strict violence.

Air Affinity

At 1st level, you learn the gust cantrip, which counts as a bender spell for you. Your bending damage dice deal thunder damage, and you choose your bender spells from the airbender spell list.

Aerial Prance

Also at 1st level, you may add either your proficiency bonus or your Wisdom modifier (whichever is higher) to your AC while you are concentrating on a bender spell or glimpsing into the Ethereal Plane. You can't gain this benefit if you're wearing armor or wielding a shield.

Light of Step

By 3rd level, you can subtly use air flow to mask your presence. While you are concentrating on a bender spell you have advantage on Dexterity (Stealth) checks and you gain a flying speed of 30 feet. You fall if you end your turn in the air using this flying speed, although you don't take any damage from falling if you fall 30 feet or less.

Evasion

At 7th level, you are able to dodge out of way of certain area of effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Swiftness

Starting at 11th level, you can use a bonus action on your turn to take the Dash or Disengage action.

Elemental Flight

At 15th level, you gain a flying speed of 40 feet. You can't fly more than 100 feet off the ground using this flying speed.

Earth

Fueled by the resilience of elemental earth, earthbenders are emboldened by the might of the spirits within them. Driven by ferocity and gumption, the discipline of the earthbender allows them to stand their ground and harden their resolve on the bloody frontlines of battle.

Earth Affinity

At 1st level, you learn the mold earth cantrip, which counts as a bender spell for you. Your bending damage dice deal bludgeoning, piercing, or slashing damage (your choice), you choose your bender spells from the earthbender spell list, and you gain proficiency with battleaxes, glaives, greataxes, greatswords, halberds, mauls, pikes, war picks, and warhammers.

Grit

You gain an extra Hit Die, which is a d4. Your hit point maximum increases by 3 + your Constitution modifier (and it increases accordingly if your Constitution modifier increases later). Regaining this hit die at the end of a long rest doesn't count towards the number of hit dice you can normally recover.

Stone Wrestler

Also at 3rd level, after you take the Attack action on your turn, you can use a bonus action to grapple. You have advantage on Strength (Athletics) checks made to grapple a creature that is grappling you.

Starting at 11th level, you have advantage on the first attack roll you make each turn against a creature that you are grappling.

Starting at 15th level, creatures that you are grappling have disadvantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to escape your grapple.

Earthen Fortitude

Beginning at 7th level, you can spend one Hit Die to heal yourself each time you cast a bender spell. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Stoneheel

At 11th level, you have advantage on Strength saving throws against being knocked prone or forcibly moved. If an effect would move you forcibly, you can use your reaction to remain in place instead.

Seismic Sense

At 15th level, you gain tremorsense out to a range of 30 feet.

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Bender Class | Elemental Heritages

Fire

The seething, sizzling rage of the element of fire lends those who hone the art of firebending to a lifetime of martial prowess. Fire consumes all without consideration, but firebenders have learned to control their inner flames.

Fire Affinity

At 1st level, you learn the control flames cantrip, which counts as a bender spell for you. Your bending damage dice deal fire damage, you choose your bender spells from the firebender spell list, and you gain proficiency with flails, morningstars, scimitars, and whips.

Martial Bending

You flow fluidly on the battlefield, wreathing your opponents in flames. Also at 1st level, each time you roll 1 or 2 for fire damage on your extra bending damage die, you can reroll the die and add the result to the total damage dealt. You can use this feature a number of times per turn equal to half your Wisdom modifier (minimum of 1).

Tactical Flame

Starting at 3rd level, you can reserve your fiery powers for landing crucial strikes. When you miss an attack roll with an unarmed strike or melee weapon attack against a hostile creature, you can choose to add one bending damage die to a pool of dice called your tactical flame pool. You can't add a bending damage die to your tactical flame pool in the same turn that you deal damage with a die from your pool. When you hit with an unarmed strike or melee weapon and roll a bending damage die, you can expend any number of bending damage dice in your tactical flame pool. When you do so, roll them, and add the result to the total damage dealt.

You can have a maximum of 3 bending damage dice in your tactical flame pool, and any unspent bending damage dice in your tactical flame pool are lost when you finish a long rest.

Intense Heat

At 7th level, any bending damage dice and bender spells you cast ignore resistance to fire and lightning damage.

Call of the Sun

Starting at 11th level, your bending power is further bolstered by the blazing sun. You gain one of the following features of your choice:

Fury of Lightning You learn the shocking grasp cantrip, which counts as a bender spell for you. Additionally, whenever you roll a 7 or 8 on one of the damage dice for this spell, the target must make a Wisdom saving throw against your spell save DC or be paralyzed until the end of your next turn.

Wrath of Fire. You learn the fire bolt cantrip, which counts as a bender spell for you. When you roll a 1 or 2 on one of the damage dice for this spell, you can reroll the die and add the result to the total damage dealt. You can reroll a die with this feature a number of times equal to half your Wisdom modifier (minimum of 1).

Fiery Tantrum

At 15th level, you can spend a bending damage die from your tactical flame pool and roll it when you move in a straight line. As you move in a line, flames swirl around you in a 15-foot cube centered on you. Each creature other than you that enters the cube as you move takes fire damage equal to the number you rolled on bending damage die. A creature can only take fire damage in this way once per turn.

Water

Ebbing and flowing like the waves, waterbenders are versatile in their many arts. Waterbenders are able to shift between offensive and defensive stances to adapt to their circumstance. In addition, waterbenders are able to use the healing properties of water to sustain themselves and their allies.

Water Affinity

At 1st level, you learn the shape water cantrip, which counts as a bender spell for you. Your bending damage dice deal bludgeoning or cold damage (your choice), you choose your bender spells from the waterbender spell list, and you gain proficiency with battleaxes, tridents, and nets.

Healing Touch

Also at 1st level, you and dying creatures you're in contact with have advantage on death saving throws.

Water Shield

Beginning at 3rd level, you can use water to shield others. When another creature within 30 feet of you takes damage, you can use your reaction to fling out an arm of water to absorb some of that damage, reducing the the damage that creature takes by an amount equal to 1d6 + your Wisdom modifier. There must be some amount of water in your space in order to use this feature, such as a puddle, fog, or water from your flask.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses of this feature when you finish a long rest.

Tend to the Wounded

Starting at 7th level, whenever you cast a spell of 1st-level or higher during a short or long rest that restores hit points, you can forgo rolling to automatically heal for the maximum amount.

Call of the Moon

At 11th level, whenever you restore hit points with a spell of 1st-level or higher, you gain a number of temporary hit points equal to the number of hit points you restore.

Tsunami

At 15th level, you can spend 1 minute to cast tsunami. Once you cast tsunami in this way, you can't do so again until you finish a long rest.

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Bender Class | Spells

Airbender Spells

 

 

1st Level
  • bend air*
  • catapult
  • expeditious retreat
  • feather fall
  • jump
  • longstrider
  • regulate temperature*
  • thunderwave
  • zephyr strike
2nd Level
  • augury
  • blur
  • calm emotions
  • dust devil
  • gust of wind
  • levitate
  • shatter
  • warding wind

 

3rd Level
  • clairvoyance
  • counterspell
  • fly
  • stinking cloud
  • thunder step
  • wind wall
4th Level
  • air scooter*
  • compulsion
  • divination
  • freedom of movement
5th Level
  • asphyxiate*
  • cloudkill
  • commune
  • destructive wave
  • steel wind strike

 

Earthbender Spells

 

 

 

1st Level
  • absorb elements
  • bend earth*
  • earth launch*
  • earth surf*
  • earth tremor
  • earthen daggers*
  • shield
  • stone prison*
  • stone spikes*
2nd Level
  • create cover*
  • dust devil
  • earthbind
  • enlarge/reduce
  • hurl boulder*
  • Maximillian's earthen grasp

 

3rd Level
  • conjure barrage
  • erupting earth
  • Leomund's tiny hut
  • meld into stone
  • protection from energy
  • rock to lava*
  • wall of sand
4th Level
  • Otiluke's resilient sphere
  • stone shape
  • stoneskin
5th Level
  • cave in*
  • hold monster
  • wall of stone
  • transmute rock

 

Firebender Spells

 

 

 

1st Level
  • airburst*
  • bend fire*
  • blowtorch*
  • burning hands
  • perpetual spark*
  • searing smite
  • shield
2nd Level
  • Aganazzar's scorcher
  • concussive blast*
  • flame blade
  • flaming sphere
  • hold person
  • pyrotechnics
  • scorching ray

 

3rd Level
  • blinding smite
  • call lightning
  • fireball
  • fire lash*
  • lightning arrow
  • lightning bolt
4th Level
  • fire shield
  • glimmering foray*
  • jet*
  • wall of fire
5th Level
  • bend lightning*
  • flame strike
  • hold monster
  • immolation
  • wall of light

 

Waterbender Spells

 

 

 

1st Level
  • bend water*
  • create or destroy water
  • cure wounds
  • entangle
  • fog cloud
  • grease
  • ice glide*
  • ice knife
  • mage armor
2nd Level
  • aid
  • arctic ball*
  • lesser restoration
  • skywrite
  • Snilloc's snowball swarm
  • spike growth
3rd Level
  • beacon of hope
  • mass healing word
  • plant growth
  • sleet storm
  • tidal wave
  • wall of water
  • water breathing
  • water walk
4th Level
  • control water
  • ice storm
  • ice tower*
  • watery sphere
5th Level
  • cone of cold
  • greater restoration
  • maelstrom
  • mass cure wounds

 

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Bender Class | Spells

Airburst

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

The atmosphere erupts from point you choose within range. Each creature in a 5-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d4 fire damage on a failed save, or half as much damage on a successful one. When you roll a 4 on a d4 while rolling for damage with this spell, you can reroll the d4 and add it to the total damage, up to a maximum of 6d4.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage and the maximum number of d4s increases by 1d4 for each slot level above 1st.

Air Scooter

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V,S
  • Duration: Concentration, up to 1 minute

You whirl up a sphere of storming air beneath yourself when you cast this spell. Until the spell ends, your speed is doubled, creatures can't make opportunity attacks against you, you have advantage on Dexterity saving throws, and you can hover. Additionally, you can move up and down vertical surfaces while leaving your hands free.

Arctic Ball

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You condense water to create a 1-foot diameter ball made of solid ice an unoccupied space you can see within range. You or someone else can make a ranged spell attack with the ball by kicking it. The attack has a range of 60 feet. If someone else attacks with the ball, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes cold damage equal to 2d10 + your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Asphyxiate

5th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You point at a creature you can see within range and force them to make a Constitution saving throw. On a failed save, the creature begins suffocating as you pull the air out of their lungs. For the duration, the creature can not speak, provide verbal components, or use any action involving their mouth. Additionally, the time the target creature can normally hold their breath is halved.

The spell ends if you and the target are on different planes of existence.

Bend Air

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

When you cast this spell, and as an action on each of your turns, you control air at a point that you can see within range in one of the following ways:

  • Make a ranged spell attack against a target. On a hit, it takes 1d8 thunder damage.
  • One Large or smaller creature must succeed on a Strength saving throw or be pushed up to 10 feet away from you. Alternatively, you can force a creature to drop a weapon that it is holding on a failure instead.
  • You jump up to 15 feet high and 15 feet away. Jumping in this way doesn't use movement or trigger attacks of opportunity.

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

Bend Earth

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

When you cast this spell, and as an action on each of your turns, you control earth at a point that you can see within range in one of the following ways:

  • Make a ranged spell attack against a target. On a hit, it takes 1d8 bludgeoning damage.
  • You target an area of loose earth, you instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. If you move the earth into a space occupied by a creature of size Medium or smaller, they must succeed on a Strength saving throw or take 1d4 bludgeoning damage and be pushed 5 feet away from the earth.
  • You stomp on the ground, and each creature in a 15-foot cube originating from you must succeed on a Dexterity saving throw or be knocked prone.

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

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Bender Class | Spells

Bend Fire

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

When you cast this spell, and as an action on each of your turns, you control fire and lightning at a point that you can see within range in one of the following ways:

  • Make a ranged spell attack against a target. On a hit, it takes 1d8 fire damage.
  • Bright light shines from the point in a 15-foot radius and dim light for an additional 15 feet until the start of your next turn.
  • You extinguish flames in a 10-foot cube.

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

Bend Lightning

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

When you cast this spell, and as an action on each of your turns, you control lightning at a point that you can see within range in one of the following ways:

  • A target must succeed on a Dexterity saving throw or take 6d8 lightning damage on a failed save, or half as much on a successful save. If an effect that deals lightning damage forces you to make a Dexterity saving throw for half damage before the start of your next turn, you can use a reaction to attempt to redirect the lightning. If you succeed on the saving throw, you take no damage.
  • You electrify water within a 30-foot cube. Each creature in contact with the water takes 3d8 lightning damage.
  • A Large or smaller creature must succeed on a Wisdom saving throw or be paralyzed until the end of your next turn.
  • Stabilize a creature or deal 1 damage to an unconscious creature.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Bend Water

1st-level transmutation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

When you cast this spell, and as an action on each of your turns, you control water and ice at a point that you can see within range in one of the following ways:

  • Make a ranged spell attack against a target. On a hit, it takes 1d8 bludgeoning or cold damage (your choice).
  • A target floating on water must succeed on a Strength saving throw or be dragged 30 feet beneath the water.
  • Water freezes under your feet until the end of the turn, allowing you to momentarily walk on water. At the end of the turn, the ice melts.
  • Another creature gains a number of temporary hit points equal to your spellcasting ability modifier.

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

Blowtorch

1st-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You create a short jet of mild flames that spews forth from one of your open hands. The flames occupy a 5-foot cube in front of you that moves with you. When you cast this spell, and as an action on each of your turns, you can intensify the heat of the flames. When you do so, a target within the cube has to make a Dexterity saving throw. A target takes 1d12 fire damage on a failed save, or half as much on a successful save. Additionally, the intensified flames melt any ice within the cube.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Cave In

5th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

Rocks, earth, and sand in a 10-foot radius, 10-foot high cylinder at a point on the ceiling within range become loose and fall directly downwards. Each target beneath the falling earth must succeed on a Strength saving throw. On a failed save, a target takes 8d6 bludgeoning damage and becomes restrained under the rubble. On a success, a creatures takes half damage and emerges on top of the rubble. The rubble is a pile 10 feet in height, and is considered difficult terrain until cleared. Each 5-foot diameter portion requires at least 1 minute to clear by hand if it is composed primarily of loose earth or sand, or 2 minutes if it is composed primarily of stone and rocks.

Creatures restrained under the rubble have full cover and begin suffocating. A creature can use it's action to make a DC 20 Strength check, freeing itself from the rubble or another creature within its reach on a success.

This spell can also be used to topple buildings and structure made of stone at the DM's discretion.

At Higher Levels. When you cast this spell using a slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

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Bender Class | Spells

Concussive Blast

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a concussive burst of flames. Make a ranged spell attack against a creature that you can see within range. On a hit, the creature takes 1d8 fire damage and 1d8 thunder damage, and is stunned until the end of its next turn. If you roll an 8 on any of the damage dice for this spell, the creature is also knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d8 for each slot level above 2nd.

Create Cover

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a badge or sigil of rank)
  • Duration: Concentration, up to 1 minute

You raise a sturdy, earthen wall out of the ground in an unoccupied space that you can see within range. The wall is 5 feet tall, 10 feet long, and 6 inches thick. The wall is an object made of stone that can be damaged and thus breached. The wall has an AC of 15 and 30 hit points. Reducing the wall to 0 hit points destroys it.

As a bonus action on each of your turns, you can lower the wall into the ground and cause it to reappear in another unoccupied space that you can see.

Earth Launch

1st-level transmutation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: Instantaneous

You attempt to launch a target into the air. Choose a target within range. The target must succeed on a Dexterity saving throw or be launched 30 feet into the air, and up to 15 feet horizontally.

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.

Earth Surf

1st-level transmutation


  • Casting Time: 1 bonus action, which you take while you are standing on natural earthen terrain
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

The earth propels you forward, giving you a +10-foot bonus to your base walking speed until the spell ends. Additionally, you ignore difficult terrain caused by rugged stone and earth. This spell ends early if you begin your turn while you aren't standing on natural earthen terrain.

Earthen Daggers

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You produce four earthen daggers which float around you. You can direct the daggers at one target you can see within range or at different ones. Make a separate attack roll for each dagger. On a hit, a target takes 1d6 piercing damage.

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

Fire Lash

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You produce a long, fiery whip. Make a ranged spell attack against a target that you can see within range. On a hit, the target takes 4d10 fire damage and is grappled for the duration. A creature grappled by the lash can use its action to make a Strength check against your spell save DC. On a failure, it takes 1d10 fire damage. On a success, it frees itself.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for both the lash and the failed escape attempt for each slot level above 3rd.

Glimmering Foray

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a curved lens)
  • Duration: Concentration, up to 1 minute

You produce a stream of bright flames that flow around you for the duration. The flames shed bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast the spell, and as a bonus action on each of your turns thereafter, you can choose a creature that you can see and that is within 60 feet of you. That creature must make a Constitution saving throw. On a failed save, the creature is blinded until the end of their next turn.

When the spell ends, either because you lose concentration or the spell runs for the duration, the flames erupt around you. Each creature within a 15-foot radius must succeed on a Constitution saving throw. On a failed save, the creature takes 2d10 fire damage and is blinded until the end of the turn. On a successful save, the creature takes half damage and isn't blinded.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for for each slot level above 4th.

11
Bender Class | Spells

Hurl Boulder

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You rip a Medium sized boulder out of the earth from an unoccupied space you can see within range and hurl it 30 feet in a direction of your choice. The boulder moves along the path until it is stopped by a creature or object of size Large or larger. Each target in its path must succeed on a Strength saving throw or take 3d6 bludgeoning damage and be pushed along with the boulder. On a successful save, a target takes no damage and is moved out of the path of the boulder to the nearest unoccupied space.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the boulder is size Large, it is only stopped by Huge or larger creatures or objects, and it deals 5d6 bludgeoning damage. When you cast this spell using a spell slot of 7th level or higher, the boulder is size Huge, it is only stopped by Gargantuan or larger creatures or objects, and it deals 7d6 bludgeoning damage. When you cast this spell using a spell slot of 9th level, the boulder is size Gargantuan, it can't be stopped by any creature or object in its way, and it deals 9d6 bludgeoning damage.

Ice Glide

1st-level Transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (an ice pick)
  • Duration: Concentration, up to 1 round

You create a ramp of ice formed from condensed water underneath your feet as you walk. The ramp continuously forms up from the ground until it reaches 20 feet in length, 15 feet in height, you stop moving, or you move through a space without some amount of water. The ramp also stops forming if you attempt to move above another creature or above a space with a lower elevation than the start of the ramp. The ramp is 3 feet thick. When the spell ends at the start of your next turn, the ramp melts and safely brings any creatures standing on it down to the ground.

The ramp is an object made of ice that can be damaged. The ramp has an AC of 10, 30 hit points, and vulnerability to fire damage. Reducing the ramp to 0 hit points destroys it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the ramp can be up to 30 feet in height and 40 feet in length, it has 60 hit points, and you gain a +10-foot bonus to your base walking speed for the duration. When you cast this spell using a spell slot of 5th level or higher, the ramp can be up to 50 feet in height and 60 feet in length, it has 90 hit points, and you gain a +30-foot bonus to your base walking speed for the duration.

Ice Tower

4th-level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

Choose an unoccupied space that you can see within range. The space must contain some amount of water, such as a puddle, fog, or a fountain. Using the water, you create a 5-foot tall cylindrical tower of ice coming out of the ground in that space. When you cast the spell, and as an action on each of your turns, you can cleave off a section of the tower and launch it as a whirling ice disc if you are within 30 feet of the tower. The disc originates from the tower and travels towards the target. When you do, make a ranged spell attack against a target that you can see and that is within 60 feet of the tower. On a hit, the target takes 2d4 cold damage and 2d10 slashing damage.

When the spell ends, the ice tower melts away.

At Higher Levels. When you cast this spell using a slot of 5th level or higher, the slashing damage increases by 1d10 for each slot level above 4th.

Jet

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a pinch of ash)
  • Duration: Concentration, up to 10 minutes

Jets of flames erupt from your heels. You gain a flying speed of 30 feet for the duration. The first time you take off from the ground on each of your turns, each creature within 5 feet of you must succeed on a Dexterity saving throw. A target takes 2d10 fire damage on a failed save, or half as much on a successful save. When the spell ends, you fall if you are still aloft, unless you can stop the fall.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Perpetual Spark

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a candle wick)
  • Duration: Concentration, up to 1 minute

You create a concentrated, white hot spark around a target that you can see within range. The target must succeed on a Constitution saving throw or take 1d4 fire damage. The target takes an additional 1d4 fire damage at the start of each of their turns until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

12
Bender Class | Spells

Regulate Temperature

1st-level abjuration (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 8 hours

By controlling your breath, you can protect your body from extreme temperatures. For the duration, you are adapted to both extreme cold and extreme heat.

Rock to Lava

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You turn a 10-foot square, 5-foot deep portion of unoccupied rocky or earthen ground centered on a point that you can see within range into lava for the duration. A creature that enters the area or ends its turn there must succeed on a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The lava ignites flammable objects in the area and up to 20 feet above it, so long as they aren’t being worn or carried.

When the spell ends, the lava safely reforms into normal ground, returning any creatures in the area to its surface.

Stone Prison

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose a Medium or smaller target that you can see within range that is standing on natural terrain. That target must succeed on a Strength saving throw or be restrained by rocks you raise from the ground. A creature restrained in this way can't speak. To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the stone prison.

Stone Spikes

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You hide up to five magical stone traps underground in places that you can see within range. These traps are nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. Each trap has a diameter of 5 feet. A trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the area of a trap. That creature must succeed on a Dexterity saving throw or take 1d8 piercing damage and have their walking speed reduced by 10 feet until the spell ends or until they regain hit points. Once a trap triggers, it is destroyed and leaves behind difficult terrain in its space for the duration of the spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create an additional two traps for each slot level above 1st.

Bender Spells on Other Spell Lists

 


  • Artificer: arctic ball, create cover, stone prison, stone spikes
  • Bard: concussive blast, create cover, glimmering foray
  • Cleric: regulate temperature
  • Druid: cave in, earth surf, ice glide, regulate temperature
  • Paladin: fire lash
  • Ranger: earth surf, regulate temperature, stone spikes
  • Sorcerer: airburst, arctic ball, asphyxiate, blowtorch, concussive blast, earthen daggers, fire lash, hurl boulder, jet, perpetual spark
  • Warlock: asphyxiate
  • Wizard: airburst, arctic ball, asphyxiate, blowtorch, create cover, earth launch, earthen daggers, glimmering foray, hurl boulder, perpetual spark, stone prison, stone spikes
13
Way of Chi Blocking | Monk Subclass

Way of Chi Blocking (Monk)

Monks that follow the Way of Chi Blocking, known collectively as chi blockers, are able to inhibit the flow of energy within a person's body. By precisely targeting pressure points, a chi blocker can completely immobilize their opponents, rendering them useless in a fight.

Disable Magic

Starting when you choose this tradition at 3rd level, you can temporary disable an opponent's ability to cast spells. When you hit a humanoid with an unarmed strike, you can spend 1 ki point to attempt a disabling strike. The target must succeed on a Wisdom saving throw or be unable to cast spells for 1 minute. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the effect ends and it can cast spells again.

Nimble Hands

Also at 3rd level, you can interact with an additional object or feature of the environment for free during your turn.

Improved Stunning Strike

At 6th level, your stunning strikes become more powerful. When a target fails a Constitution saving throw against your stunning strike, they become paralyzed instead of stunned.

Additionally, paralyzed creatures have disadvantage on Wisdom saving throws against your disabling strikes.

Empowered Chi

At 11th level, your knowledge of pressure points and energy flow has bolstered your own chi. Each time you spend 1 or more ki points on your turn, you may roll 1d10 and add it to the first saving throw you make before the start of your next turn.

Stunning Frenzy

At 17th level, you become an anti-chi hurricane. When you paralyze a humanoid with a stunning strike on your turn, you can immediately move up to half your speed and make an unarmed strike against a different humanoid as part of the same action. On a hit, the target must succeed on a Constitution saving throw or be stunned until the start of your next turn.

 

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