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#### Ether Vault *2nd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** self - **Components:** V - **Duration:** up to 1 minute. ___ Ethereal light emanates from limbs and you are granted some control of your body while airborne. Opportunity attacks provoked by your movement are at disadvantage and you have advantage on Dexterity (Acrobatics) checks. Once before the spell ends, you can make an maneuver that propels you 30 feet through the air (no action required). You can make attacks during this movement, which do not provoke opportunity attacks. Any attacks you make are at advantage. At the end of this movement, the spell ends, and if you were in the air you land back on the ground in the an unoccupied space within 15 feet of the location directly beneath you. #### Feral Rage *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 ft. - **Components:** V, S - **Duration:** Concentration, up to 1 minute. ___ You choose one beast within range, which turns feral. The beast gains advantage on Strength Checks and Strength saving throws, resistance to bludgeoning, piercing, and slashing damage, and gains a +2 bonus to the damage rolls. An unwilling creature that succeeds on a Wisdom saving throw is unaffected. On a failure, on each of it's turns it must move towards and attack the closest creature. The target can repeat the Wisdom saving throw at the end of each of its turns. On a success, the spell ends. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage bonus increases by 1 for each spell level above second. #### Honed Edge *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** self - **Components:** V, S, M (a weapon) - **Duration:** Concentration, up to 1 hour ___ You magically hone your blade to the point that it passes through bone and sinew as if through thin air. Your attacks within the spells duration deal an additional 2d8 force damage. If you rolled a one on any of these d8s, the magic preserving the edge fails, and the spell ends. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the spell does an additional 1d8 force damage for each spell level above second. \columnbreak #### Sinister Blade *2nd-level enchantment* ___ - **Casting Time:** 1 reaction - **Range:** 15 feet - **Components:** S, M (any weapon) - **Duration:** Concentration, up to a minute ___ As a reaction to a hostile creature coming into range, or a creature in range becoming hostile, you unsheathe part of your blade. You imbue this simple implication with a magically binding threat. That creature can choose to end its turn immediately and be charmed by you and your allies until the spell ends or until you or your companions do something harmful to it. If it isn't charmed, it must make a Wisdom saving throw. On a failed save, the creature is frightened of you and you have advantage on melee attack rolls against it. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the spell does not require concentration.