Loot Tavern
Bare, clawed feet part river-rounded gravel as a tengu sweeps through motions as graceful as any dancer’s, the surging water parting to allow her and her weary companions a peaceful crossing.
With patient composure, an oniborne deflects a hail of flaming arrows, redirecting their heat into a cascade of blue flame and burning fists.
The clack of jagged obsidian, splash of glacial water, and warmth of flaming eddies gather within a rushing whirlwind. Drifting out of these massed elements is a glowing hanamori, a primordial incarnation of their mortal form.
These benders, as disparate as their affinities might be, are defined by their connection with the elements: a magic manifested through precise and practised movements. More than a martial art, their motions are a spectacular union of magical and physical virtuosity, each twist and flick a nuanced touch of the Weave. For some, this is a weapon of war, of thunderclaps and fists of rock. For others, this is a tool to preserve, to craft shields of ice and invigorate with an inner flame. Whether a bender chooses to study all the elements—earth, air, water, and fire—or to master just one, the primordial forces of nature are theirs to command.
Quick Build
You can make a bender quickly by following these suggestions. First, put your highest ability score in the ability you choose for your spellcasting: Intelligence, Wisdom, or Charisma, followed by Dexterity. Second, choose the elementalist background.
The Bender
| Level | Proficiency Bonus | Class Features | Cantrips Known* | —Spell Slots per Spell Level— | ||||
|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | ||||
| 1st | +2 | Spellcasting, Elemental Affinity (1), Elemental Strikes | 2 | 2 | ||||
| 2nd | +2 | Elemental Combo | 2 | 2 | ||||
| 3rd | +2 | Bender Discipline | 2 | 3 | ||||
| 4th | +2 | Ability Score Improvement | 2 | 3 | ||||
| 5th | +3 | Extra Attack | 2 | 4 | 2 | |||
| 6th | +3 | Elemental Affinity (2) | 2 | 4 | 2 | |||
| 7th | +3 | Discipline Feature, Improved Extra Attack (optional) | 2 | 4 | 3 | |||
| 8th | +3 | Ability Score Improvement | 2 | 4 | 3 | |||
| 9th | +4 | — | 2 | 4 | 3 | 2 | ||
| 10th | +4 | Elemental Affinity (3) | 3 | 4 | 3 | 2 | ||
| 11th | +4 | Primordial Form | 3 | 4 | 3 | 3 | ||
| 12th | +4 | Ability Score Improvement | 3 | 4 | 3 | 3 | ||
| 13th | +5 | — | 3 | 4 | 3 | 3 | 1 | |
| 14th | +5 | Elemental Affinity (4) | 4 | 4 | 3 | 3 | 1 | |
| 15th | +5 | Discipline Feature | 4 | 4 | 3 | 3 | 2 | |
| 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | |
| 17th | +6 | — | 4 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Primordial Avatar | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Discipline Feature | 4 | 4 | 3 | 3 | 3 | 2 |
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
Armour: Light armour
Weapons: Simple weapons, chakrams, nunchaku, shortswords, shuriken, starknives, twinblades
Tools: One type of artisan’s tools or one musical instrument of your choice
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics,History, Insight, Religion, and Stealth
Equipment
You start with the following items, in addition to anything provided by your background:
- (a) a quarterstaff, (b) a chakram, or (c) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- Leather armour and 10 shuriken
If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment.
Multiclassing
Ability Score Minimum. As a multiclass character, you must have at least a 13 in the spellcasting ability from your bender Spellcasting feature to take a level in this class, or to take a level in another class if you are already a bender.
Proficiencies Gained. If bender isn’t your initial class, when you take your first level as a bender, you gain proficiency with simple weapons.
Spell Slots. Add half your levels (rounded up) in the bender class to the appropriate levels from other classes to determine your available spell slots.
Level 1: Spellcasting
As a bender of elements, you use the motions of your corporeal form to coax the Weave into manipulating the primordial forces.
Cantrips
You know two cantrips of your choice from your bender spell list (see Elemental Affinity). At higher levels, you learn additional cantrips of your choice, as shown in the Cantrips Known column of the Bender table. Your Elemental Affinity feature also allows you to learn more cantrips at higher levels.
Preparing and Casting Spells
The Bender table shows how many spell slots you have to cast your bender spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the repertoire of bender spells that are available for you to cast, choosing from your bender spell list (see Elemental Affinity). When you do so, choose a number of these spells equal to your bender spellcasting ability modifier + half your bender level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level bender, you have four 1st-level and two 2nd-level spell slots. With a spellcasting ability of 14, your repertoire of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Thunderwave, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your repertoire of prepared spells.
You can change your repertoire of prepared spells when you finish a long rest. Preparing a new repertoire of bender spells requires time spent practising their movements and gestures: at least 1 minute per spell level for each spell in your repertoire.
Spellcasting Ability
When you gain your first level in this class, you choose which spellcasting ability you use for your bender spells from Intelligence, Wisdom, and Charisma. You use this ability whenever a bender spell refers to your spellcasting ability. In addition, you use this ability’s modifier when setting the saving throw DC for a bender spell you cast and when making an attack roll with one.
Spell attack modifier = your proficiency bonus + your spellcasting ability modifier
Ritual Casting
You can cast a bender spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use your free hand as a spellcasting focus for your bender spells. This free hand can be used for both the somatic and material components for a spell, provided the material component has no cost and isn’t consumed by the casting.
Flavouring Bender Spells
Benders induce magical effects through movement. These movements are a precise sequence—similar to the katas practised in karate—and a specific sequence will always result in a specific spell or magical effect. You might describe preparing a spell at the end of a long rest as practising a martial form, or convey a spell not taking effect as its bender slipping on a rock during the sequence. A ritual spell might involve the same sequence being performed repeatedly, each iteration coaxing the elements into the desired effect.
When a spell takes effect, it is always linked to the elements in some way. A Shield spell cast by a bender with air affinity might appear like tumultuous gusts of wind, while that of an earth bender could condense dust into a rocky plate, or cause a pillar of earth to deflect an incoming blow. A Hold Person spell could be flavoured as a water bender controlling the water within a person, while a fire bender’s Major Image could be described as a heat-induced shimmering of the air.
Level 1: Elemental Affinity
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 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.
Level 1: Elemental Strikes
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.
Level 2: Elemental Combo
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.
Level 3: Bender Discipline
You choose an aspect of how nature manifests, which you embody in your manipulation of the elements. Your discipline choice grants you features at 3rd level and again at 7th, 15th, and 20th level.
Level 4: Ability Score Improvement
When you reach 4th level, and again at 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Level 5: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Level 7 (Optional): Improved Extra Attack
This feature replaces the Extra Attack feature and works with features that interact with Extra Attack.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
When you reach 7th level in this class, your movements allow you to imbue magic in the elements you bend. When you take the Attack action, you can cast one cantrip in the bender spell list that you know in place of one of your attacks. This cantrip must have a casting time of one action, and it is cast at its lowest level.
For example, if you are an 11th-level bender and use this feature to replace an attack with a casting of Fire Bolt, the cantrip deals 1d10 damage (instead of 3d10).
Level 11: Primordial Form
As a bonus action, you embody aspects of a chosen element. Choose one of the elements with which you have affinity. For 1 minute, or until you fall unconscious, you can cast 1st-level spells associated with that element even if you do not have them prepared and without expending a spell slot. Note: as spells cast using this feature don’t expend spell slots, they are not automatically upcast to higher levels if you have repeated elemental affinities. In addition, you gain a benefit based on that element:
- Air: Untouchable. You have resistance to bludgeoning, slashing, and piercing damage.
- Fire: Alight. At the end of each of your turns for the duration, creatures of your choice within 10 feet of you take fire damage equal to your bender spellcasting ability modifier (minimum 1).
- Earth: Solid. You gain a +2 bonus to AC.
- Water: Fluid. You gain a pool of vitality equal to five times your bender level. At the end of each of your turns for the duration, you can cause up to three creatures of your choice within 10 feet of you to regain 5 hit points (no action required), expending an equal amount of vitality from your pool to do so.
After you use this feature, you can’t do so again until you finish a long rest.
Starting at 17th level, while in your primordial form, you can cast spells of 2nd level or lower without expending a spell slot.
Level 18: Primordial Avatar
As an action, you become a primordial incarnation of your mortal form. You gain 50 temporary hit points as well as benefits based on your Elemental Affinities, which last for 10 minutes, or until you fall unconscious. After you enter this state using this feature, you can’t do so again until you finish a long rest. You gain one benefit for each elemental affinity you have (new or repeated).
Primordial Avatar, Air Benefits
| Air Affinities | Benefit |
|---|---|
| 1 | Your walking speed increases by 15 feet. You gain a flying speed of 60 feet. |
| 2 | You are immune to thunder damage and the grappled and restrained conditions. |
| 3 | Once on each of your turns, you can cast the Misty Step spell without expending a spell slot (no action required). You can’t do so while incapacitated. |
| 4 | Your walking and flying speeds each increase by 15 feet (30 feet total walking speed increase, and flying speed of 75 feet). You are under the effects of the Freedom of Movement spell. |
Primordial Avatar, Earth Benefits
| Earth Affinities | Benefit |
|---|---|
| 1 | You gain a new way to calculate your AC: 14 + your bender spellcasting ability modifier. |
| 2 | You are immune to acid damage and automatically succeed on saving throws made to avoid being moved against your will or knocked prone. |
| 3 | You gain 3d6 temporary hit points at the start of each of your turns. |
| 4 | You can cast the Shield or Shielding Word spell without expending a spell slot or using your reaction. You can’t do so while incapacitated. After you cast either spell in this way, you can’t do so again until the start of your next turn. |
Primordial Avatar, Fire Benefits
| Fire Affinities | Benefit |
|---|---|
| 1 | The first time you hit a target with an attack on each of your turns, you deal an extra 2d6 fire or lightning damage to it (your choice when you gain this benefit). |
| 2 | You are immune to fire damage. |
| 3 | You can cast the Hellish Rebuke spell at 2nd level without expending a spell slot or using your reaction. You can’t do so while incapacitated. After you cast the spell in this way, you can’t do so again until the start of your next turn. |
| 4 | You are under the effects of the Fire Shield spell (warm shield only). |
Primordial Avatar, Water Benefits
| Water Affinities | Benefit |
|---|---|
| 1 | You gain a swimming speed of 60 feet. Once on each of your turns, you can take the Help action targeting any creature you can see within 30 feet of you (no action required). |
| 2 | You are immune to cold damage. |
| 3 | When a creature you can see within 30 feet of you succeeds on a saving throw or an attack roll, you can force the creature to reroll the d20 and use the lower roll (no action required). After you do so, you can’t do so again until the start of your next turn. |
| 4 | You are under the effects of the True Seeing spell. |
Primordial Avatar Example
A bender with two affinities in water, one in earth, and one in fire would gain four benefits in total. They would gain the first and second benefits from the Water Benefits table (a swimming speed and immunity to cold damage), and the first benefit from each of the Earth Benefits and Fire Benefits tables (a new way to calculate their AC, and extra fire or lightning damage on their attacks).
Bender Spell List
Benders control the primordial forces through manipulation of the Weave. The spell list for the bender class is provided below, sorted by their element. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.
Spells Not In These Lists
If you want to use spells from other 5e sources that are not mentioned in this list, feel free! When deciding whether an element should get access to a spell, use the following spell lists as an indication of what might be appropriate to learn. If, as a player, you encounter spells that are not on the lists below that deal these damage types or use the associated elements, work with your GM to decide if they can be added to that element’s list.
Bender: Air Spells
Cantrips (Level 0 Air Spells)
| Name | School | Special | Source |
|---|---|---|---|
| Concussion | Evocation | — | Heliana’s Guide to Monster Hunting |
| Dash Strike | Transmutation | — | Ryoko’s Guide to the Yokai Realms |
| Smokescreen | Conjuration | C | Heliana’s Guide to Monster Hunting |
| Soften Descent | Transmutation | — | Ryoko’s Guide to the Yokai Realms |
Level 1 Air Spells
| Name | School | Special | Source |
|---|---|---|---|
| Color Spray | Illusion | — | Player’s Handbook 5.5e |
| Expeditious Retreat | Transmutation | C | Player’s Handbook 5.5e |
| Feather Fall | Transmutation | — | Player’s Handbook 5.5e |
| Fog Cloud | Conjuration | C | Player’s Handbook 5.5e |
| Jump | Transmutation | — | Player’s Handbook 5.5e |
| Longstrider | Transmutation | — | Player’s Handbook 5.5e |
| Repulsing Palm | Evocation | — | Ryoko’s Guide to the Yokai Realms |
| Tasha’s Hideous Laughter | Enchantment | C | Player’s Handbook 5.5e |
| Thunderwave | Evocation | — | Player’s Handbook 5.5e |
| Unseen Servant | Conjuration | R | Player’s Handbook 5.5e |
| Wind Drake | Conjuration | C | Ryoko’s Guide to the Yokai Realms |
Level 2 Air Spells
| Name | School | Special | Source |
|---|---|---|---|
| Blur | Illusion | C | Player’s Handbook 5.5e |
| Calm Air | Transmutation | C | Ryoko’s Guide to the Yokai Realms |
| Enhance Ability (Dexterity only) | Transmutation | C | Player’s Handbook 5.5e |
| Gust of Wind | Evocation | C | Player’s Handbook 5.5e |
| Levitate | Transmutation | C | Player’s Handbook 5.5e |
| Mirror Image | Illusion | — | Player’s Handbook 5.5e |
| Misty Step | Conjuration | — | Player’s Handbook 5.5e |
| Redirect Lightning | Abjuration | — | Ryoko’s Guide to the Yokai Realms |
| Shatter | Evocation | — | Player’s Handbook 5.5e |
| Silence | Illusion | C, R | Player’s Handbook 5.5e |
| Wind Strike | Transmutation | — | Ryoko’s Guide to the Yokai Realms |
Level 3 Air Spells
| Name | School | Special | Source |
|---|---|---|---|
| Call Lightning | Conjuration | C | Player’s Handbook 5.5e |
| Depth Charge | Evocation | — | Heliana’s Guide to Monster Hunting |
| Flashbang | Evocation | — | Ryoko’s Guide to the Yokai Realms |
| Fly | Transmutation | C | Player’s Handbook 5.5e |
| Gaseous Form | Transmutation | C | Player’s Handbook 5.5e |
| Haste | Transmutation | C | Player’s Handbook 5.5e |
| Switcheroo | Transmutation | — | Heliana’s Guide to Monster Hunting |
| Wind Wall | Evocation | C | Player’s Handbook 5.5e |
Level 4 Air Spells
| Name | School | Special | Source |
|---|---|---|---|
| Cloud Stride | Transmutation | R, M | Ryoko’s Guide to the Yokai Realms |
| Conjure Minor Elementals (air only) | Conjuration | C | Player’s Handbook 5.5e |
| Dimension Door | Conjuration | — | Player’s Handbook 5.5e |
| Freedom of Movement | Abjuration | — | Player’s Handbook 5.5e |
| Hallucinatory Terrain | Illusion | — | Player’s Handbook 5.5e |
| Sundering Sky | Evocation | — | Ryoko’s Guide to the Yokai Realms |
| Tempestuous Transformation | Transmutation | C | Ryoko’s Guide to the Yokai Realms |
Level 5 Air Spells
| Name | School | Special | Source |
|---|---|---|---|
| Conjure Elemental (air only) | Conjuration | C | Player’s Handbook 5.5e |
| Cyclone | Evocation | C | Ryoko’s Guide to the Yokai Realms |
| Iminada’s Umigiri | Illusion | C | Ryoko’s Guide to the Yokai Realms |
| Mislead | Illusion | C | Player’s Handbook 5.5e |
| Planar Binding (air elemental only) | Abjuration | M | Player’s Handbook 5.5e |
| Raiko’s Rending Rage | Transmutation | — | Ryoko’s Guide to the Yokai Realms |
Bender: Earth Spells
Cantrips (Level 0 Earth Spells)
| Name | School | Special | Source |
|---|---|---|---|
| Acid Splash | Evocation | — | Player’s Handbook 5.5e |
| Earthen Fist | Conjuration | — | Ryoko’s Guide to the Yokai Realms |
| Reinforce | Transmutation | — | Ryoko’s Guide to the Yokai Realms |
| Resistance | Abjuration | C | Player’s Handbook 5.5e |
| Shillelagh | Transmutation | — | Player’s Handbook 5.5e |
Level 1 Earth Spells
| Name | School | Special | Source |
|---|---|---|---|
| Earthen Uppercut | Transmutation | — | Ryoko’s Guide to the Yokai Realms |
| Entangle | Conjuration | — | Player’s Handbook 5.5e |
| False Life | Necromancy | — | Player’s Handbook 5.5e |
| Goodberry | Conjuration | — | Player’s Handbook 5.5e |
| Grease | Conjuration | — | Player’s Handbook 5.5e |
| Shield | Abjuration | — | Player’s Handbook 5.5e |
| Tenser’s Floating Disk | Conjuration | R | Player’s Handbook 5.5e |
Level 2 Earth Spells
| Name | School | Special | Source |
|---|---|---|---|
| Barkskin | Transmutation | — | Player’s Handbook 5.5e |
| Calm Earth | Transmutation | C | Ryoko’s Guide to the Yokai Realms |
| Earthskin | Biomancy | — | Ryoko’s Guide to the Yokai Realms |
| Enhance Ability (Constitution or Strength only) | Transmutation | C | Player’s Handbook 5.5e |
| Melf’s Acid Arrow | Evocation | — | Player’s Handbook 5.5e |
| Protection | Abjuration | C, M | Heliana’s Guide to Monster Hunting |
| Protection from Poison | Abjuration | — | Player’s Handbook 5.5e |
| Shielding Word | Abjuration | — | Heliana’s Guide to Monster Hunting |
| Snakebite | Conjuration | C | Ryoko’s Guide to the Yokai Realms |
| Spike Growth | Transmutation | C | Player’s Handbook 5.5e |
Level 3 Earth Spells
| Name | School | Special | Source |
|---|---|---|---|
| Acid Rain | Conjuration | C | Heliana’s Guide to Monster Hunting |
| Meld into Stone | Transmutation | R | Player’s Handbook 5.5e |
| Mireball | Conjuration | — | Heliana’s Guide to Monster Hunting |
Level 4 Earth Spells
| Name | School | Special | Source |
|---|---|---|---|
| Conjure Minor Elementals (earth only) | Conjuration | C | Player’s Handbook 5.5e |
| Rock Tomb | Conjuration | C | Ryoko’s Guide to the Yokai Realms |
| Slatestorm | Conjuration | C | Ryoko’s Guide to the Yokai Realms |
| Steelskin | Biomancy | — | Ryoko’s Guide to the Yokai Realms |
| Stone Shape | Transmutation | — | Player’s Handbook 5.5e |
| Stoneskin | Transmutation | C, M | Player’s Handbook 5.5e |
Level 5 Earth Spells
| Name | School | Special | Source |
|---|---|---|---|
| Conjure Elemental (earth only) | Conjuration | C | Player’s Handbook 5.5e |
| Eruption | Transmutation | — | Ryoko’s Guide to the Yokai Realms |
| Nomi’s Adamantine Carapace | Biomancy | C, M | Ryoko’s Guide to the Yokai Realms |
| Passwall (stone only) | Transmutation | — | Player’s Handbook 5.5e |
| Planar Binding (earth elemental only) | Abjuration | M | Player’s Handbook 5.5e |
| Wall of Stone | Evocation | C | Player’s Handbook 5.5e |
Bender: Fire Spells
Cantrips (Level 0 Fire Spells)
| Name | School | Special | Source |
|---|---|---|---|
| Dancing Lights | Illusion | C | Player’s Handbook 5.5e |
| Fire Bolt | Evocation | — | Player’s Handbook 5.5e |
| Incendiary Strike | Evocation | — | Ryoko’s Guide to the Yokai Realms |
| Light | Evocation | — | Player’s Handbook 5.5e |
| Minor Illusion | Illusion | — | Player’s Handbook 5.5e |
| Shocking Grasp | Evocation | — | Player’s Handbook 5.5e |
| Spark | Evocation | — | Heliana’s Guide to Monster Hunting |
Level 1 Fire Spells
| Name | School | Special | Source |
|---|---|---|---|
| Burning Hands | Evocation | — | Player’s Handbook 5.5e |
| Color Spray | Illusion | — | Player’s Handbook 5.5e |
| Faerie Fire | Evocation | C | Player’s Handbook 5.5e |
| Flash | Evocation | — | Ryoko’s Guide to the Yokai Realms |
| Hellish Rebuke | Evocation | — | Player’s Handbook 5.5e |
| Heroism | Enchantment | C | Player’s Handbook 5.5e |
| Inner Flame | Abjuration | — | Ryoko’s Guide to the Yokai Realms |
| Silent Image | Illusion | C | Player’s Handbook 5.5e |
Level 2 Fire Spells
| Name | School | Special | Source |
|---|---|---|---|
| Calm Flames | Transmutation | C | Ryoko’s Guide to the Yokai Realms |
| Continual Flame | Evocation | M | Player’s Handbook 5.5e |
| Enhance Ability (Charisma only) | Transmutation | C | Player’s Handbook 5.5e |
| Flame Blade | Evocation | C | Player’s Handbook 5.5e |
| Flaming Sphere | Conjuration | C | Player’s Handbook 5.5e |
| Heat Metal | Transmutation | C | Player’s Handbook 5.5e |
| Invisibility | Illusion | C | Player’s Handbook 5.5e |
| Redirect Lightning | Abjuration | — | Ryoko’s Guide to the Yokai Realms |
| Scorching Ray | Evocation | — | Player’s Handbook 5.5e |
| Wanyūdō’s Fury | Evocation | — | Ryoko’s Guide to the Yokai Realms |
Level 3 Fire Spells
| Name | School | Special | Source |
|---|---|---|---|
| Daylight | Evocation | — | Player’s Handbook 5.5e |
| Fireball | Evocation | — | Player’s Handbook 5.5e |
| Flaming Tiger Leap | Transmutation | — | Ryoko’s Guide to the Yokai Realms |
| Haste | Transmutation | C | Player’s Handbook 5.5e |
| Lightning Bolt | Evocation | — | Player’s Handbook 5.5e |
| Major Image | Illusion | C | Player’s Handbook 5.5e |
Level 4 fire Spells
| Name | School | Special | Source |
|---|---|---|---|
| Conjure Minor Elementals (fire only) | Conjuration | C | Player’s Handbook 5.5e |
| Fire Shield (warm only) | Evocation | — | Player’s Handbook 5.5e |
| Greater Invisibility | Illusion | C | Player’s Handbook 5.5e |
| Lion’s Roar | Conjuration | C | Ryoko’s Guide to the Yokai Realms |
| Wall of Fire | Evocation | C | Player’s Handbook 5.5e |
Level 5 fire Spells
| Name | School | Special | Source |
|---|---|---|---|
| Conjure Elemental (fire only) | Conjuration | C | Player’s Handbook 5.5e |
| Feverskin | Biomancy | C | Heliana’s Guide to Monster Hunting |
| Flame Strike | Evocation | — | Player’s Handbook 5.5e |
| Magatsuchi’s Lantern | Illusion | C | Ryoko’s Guide to the Yokai Realms |
| Planar Binding (fire elemental only) | Abjuration | M | Player’s Handbook 5.5e |
| Raiko’s Rending Rage | Transmutation | — | Ryoko’s Guide to the Yokai Realms |
Bender: Water Spells
Cantrips (Level 0 Water Spells)
| Name | School | Special | Source |
|---|---|---|---|
| Guidance | Divination | C | Player’s Handbook 5.5e |
| Pins & Needles | Biomancy | — | Heliana’s Guide to Monster Hunting |
| Ray of Frost | Evocation | — | Player’s Handbook 5.5e |
| Spare the Dying | Necromancy | — | Player’s Handbook 5.5e |
| Water Whip | Transmutation | — | Heliana’s Guide to Monster Hunting |
Level 1 Water Spells
| Name | School | Special | Source |
|---|---|---|---|
| Charm Person | Enchantment | — | Player’s Handbook 5.5e |
| Command | Enchantment | — | Player’s Handbook 5.5e |
| Create or Destroy Water | Transmutation | — | Player’s Handbook 5.5e |
| Detect Poison and Disease | Divination | C, R | Player’s Handbook 5.5e |
| Ice Moon | Conjuration | — | Ryoko’s Guide to the Yokai Realms |
| Purify Food and Drink | Transmutation | R | Player’s Handbook 5.5e |
Level 2 Water Spells
| Name | School | Special | Source |
|---|---|---|---|
| Aid | Abjuration | — | Player’s Handbook 5.5e |
| Bloodweave | Enchantment | — | Ryoko’s Guide to the Yokai Realms |
| Calm Emotions | Enchantment | C | Player’s Handbook 5.5e |
| Calm Waters | Transmutation | C | Ryoko’s Guide to the Yokai Realms |
| Endoleech | Biomancy | — | Heliana’s Guide to Monster Hunting |
| Enhance Ability (Wisdom only) | Transmutation | C | Player’s Handbook 5.5e |
| Hold Person | Enchantment | C | Player’s Handbook 5.5e |
| Lesser Restoration | Abjuration | — | Player’s Handbook 5.5e |
| Mirror of Reflection | Conjuration | — | Ryoko’s Guide to the Yokai Realms |
| Riptide | Transmutation | C | Heliana’s Guide to Monster Hunting |
| Suggestion | Enchantment | C | Player’s Handbook 5.5e |
Level 3 Water Spells
| Name | School | Special | Source |
|---|---|---|---|
| Acid Rain | Conjuration | C | Heliana’s Guide to Monster Hunting |
| Clairvoyance | Divination | C, M | Player’s Handbook 5.5e |
| Extract Shirikodama | Necromancy | — | Ryoko’s Guide to the Yokai Realms |
| Hypnotic Pattern | Illusion | C | Player’s Handbook 5.5e |
| Ryoko’s Revelation | Divination | C | Ryoko’s Guide to the Yokai Realms |
| Sleet Storm | Conjuration | C | Player’s Handbook 5.5e |
| Slow | Transmutation | C | Player’s Handbook 5.5e |
| The Bends | Biomancy | — | Heliana’s Guide to Monster Hunting |
| Water Breathing | Transmutation | R | Player’s Handbook 5.5e |
| Water Walk | Transmutation | R | Player’s Handbook 5.5e |
| Water Wyrm | Conjuration | C | Ryoko’s Guide to the Yokai Realms |
Level 4 Water Spells
| Name | School | Special | Source |
|---|---|---|---|
| Cage of Frozen Tears | Conjuration | — | Ryoko’s Guide to the Yokai Realms |
| Cloud Stride | Transmutation | R, M | Ryoko’s Guide to the Yokai Realms |
| Compulsion | Enchantment | C | Player’s Handbook 5.5e |
| Conjure Minor Elementals (water only) | Conjuration | C | Player’s Handbook 5.5e |
| Control Water | Transmutation | C | Player’s Handbook 5.5e |
| Divination | Divination | R, M | Player’s Handbook 5.5e |
| Ice Storm | Evocation | — | Player’s Handbook 5.5e |
Level 5 Water Spells
| Name | School | Special | Source |
|---|---|---|---|
| Bakuryō’s Blessèd Blizzard | Conjuration | C, M | Ryoko’s Guide to the Yokai Realms |
| Cone of Cold | Evocation | — | Player’s Handbook 5.5e |
| Conjure Elemental (water only) | Conjuration | C | Player’s Handbook 5.5e |
| Dominate Person | Enchantment | C | Player’s Handbook 5.5e |
| Hold Monster | Enchantment | C | Player’s Handbook 5.5e |
| Iminada’s Umigiri | Illusion | C | Ryoko’s Guide to the Yokai Realms |
| Planar Binding (water elemental only) | Abjuration | M | Player’s Handbook 5.5e |
| Scrying | Divination | C, M | Player’s Handbook 5.5e |
| White Water Wall | Conjuration | C | Ryoko’s Guide to the Yokai Realms |
Bender Disciplines
The elements are every bender’s tool, the instrument with which they dazzle an audience, save souls from natural disaster, or strike down foes. As varied as the myriad ways in which nature manifests, different benders find inspiration from different facets of nature. Some feast on the catastrophic eruption of a volcano, a tumultuous torrent of fire and earth. Others are roused by stoic glaciers and the impenetrable teeth of high mountains. And the bountiful creche of gentle winds and clean water provides succour for those who nurture values of growth and wellbeing. At 3rd level, you choose the aspects of nature that inspire your command of the elements.
| Name | Source | Publisher | Edition |
|---|---|---|---|
| Disciple of Ferocity | Ryoko’s Guide to the Yokai Realms | Loot Tavern | 5e |
| Disciple of Fortification | Ryoko’s Guide to the Yokai Realms | Loot Tavern | 5e |
| Disciple of Fusion | Ryoko’s Guide to the Yokai Realms | Loot Tavern | 5e |
| Disciple of Invigoration | Ryoko’s Guide to the Yokai Realms | Loot Tavern | 5e |