Bender

Bender
Benders come in all shapes and sizes. Utilizing one of the four elements, water, earth, fire, or air, benders manipulate the world around them to attack, defend, build, or destroy. Benders come from all over the world and entire nations have been built for each, making most of the elements separated. The largest nations are earth and fire, but waterbenders can be found in small communities all around the world. Benders represent about 1/3 of the population worldwide, but it varies by element. Nearly all air nomads are benders, whereas the earth nation has by far the highest population of nonbenders.

You must have a Constitution score of 13 or higher to multiclass into or out of this class.

Feat
For those wanting some of the benefits of the bender class without fully diving into it or multiclassing, the following feat is available for all players to take.

Amateur Bender

Choose an element: water, earth, fire, or air. You learn the associated Blast and Manipulation abilities as detailed below in the Element section. Without proper training, you don't gain the Defense ability for your element. Your spellcasting ability depends on the element you chose: Intelligence for water, Strength for earth, Charisma for fire, or Wisdom for air.

Quick Build
You can make a bender quickly by following these suggestions. First, make your highest ability score the one that matches your element (Intelligence for water, Strength for earth, Charisma for fire, Wisdom for air), followed by Dexterity or Constitution. Second, choose the Soldier background and the Warrior tradition.

Class Features
As a bender, you have 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 Weapons: Simple weapons Tools: None Saving Throws: Your saving throws are dependent on your element. See Element below for saving throw proficiencies. Skills: Choose two from Acrobatics, Athletics, History, Intimidation, Mythology, Nature, Perception, and Survival.

Equipment: You start with the following equipment, in addition to the equipment granted by your background:
 * (a) leather armor or (b) scale mail (if proficient) or (c) chain mail (if proficient)
 * (a) a quarterstaff or (b) a dagger
 * (a) any simple weapon or (b) any martial weapon (if proficient)
 * (a) a scholar's pack or (b) an explorer's pack

Element
At 1st level, a bender chooses an element that determines the types of abilities they will have access to. Choose between water, earth, fire, or air. Your choice of element determines which Ability Score you will use for your bending ability modifier: Intelligence for water, Strength for earth, Charisma for fire, and Wisdom for air. You use this ability modifier whenever a class feature refers to your bending ability modifier or when mentioned in a spell.

When you pick an element, you gain a basic bending Blast power and a Defensive power, as well as a standard Manipulation power. You must have a free hand to use any of your bending abilities. Your element also determines your saving throw proficiencies. Additional information on bending is detailed in the Spells section below.

Water (Intelligence):
 * Water Blast: As an action, make a ranged spell attack against a target within 30 feet. On a hit, the target takes bludgeoning, slashing, piercing, or cold damage (your choice) equal to 1d8 + your Intelligence modifier. This creates more than one blast as you reach higher bender levels: two at 5th level, three at 11th level, and four at 17th level. You can direct the blasts at the same target or different ones. Make a separate attack roll for each.
 * Water Defense: As a bonus action, you surround yourself with floating water or ice to intercept incoming attacks. While active, your AC is 12 + your Intelligence modifier unless it's already higher. You can suppress this ability as a bonus action, but it otherwise lasts until you dismiss it or you become incapacitated.
 * Water Manipulation: You learn the shape water and spare the dying cantrips.
 * Saving Throws: Constitution and Intelligence

Earth (Strength):
 * Earth Blast: As an action, make a ranged spell attack against a target within 30 feet. On a hit, the target takes bludgeoning, piercing, or slashing damage (your choice) equal to 1d8 + your Strength modifier. This creates more than one blast as you reach higher bender levels: two at 5th level, three at 11th level, and four at 17th level. You can direct the blasts at the same target or different ones. Make a separate attack roll for each.
 * Earth Defense: As a bonus action, you can protect yourself with a layer of earth and stone. Your AC increases by 1. You can suppress this ability as a bonus action, but it otherwise lasts until you dismiss it or you become incapacitated.
 * Earth Manipulation: You learn the mold earth and resistance cantrips.
 * Saving Throws: Strength and Wisdom

Fire (Charisma):
 * Fire Blast: As an action, make a ranged spell attack against a target within 30 feet. On a hit, the target takes fire damage equal to 1d8 + your Charisma modifier. This creates more than one blast as you reach higher bender levels: two at 5th level, three at 11th level, and four at 17th level. You can direct the blasts at the same target or different ones. Make a separate attack roll for each.
 * Fire Defense: As a bonus action, you can sheathe yourself in protective flames. Whenever a creature within 5 feet hits you with a melee attack, the target takes 1d8 fire damage. This damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You can suppress this ability as a bonus action, but it otherwise lasts until you dismiss it or you become incapacitated.
 * Fire Manipulation: You learn the control flames and light cantrips.
 * Saving Throws: Dexterity and Intelligence

Air (Wisdom):
 * Air Blast: As an action, make a ranged spell attack against a target within 30 feet. On a hit, the target takes bludgeoning or thunder damage (your choice) equal to 1d8 + your Wisdom modifier. This creates more than one blast as you reach higher bender levels: two at 5th level, three at 11th level, and four at 17th level. You can direct the blasts at the same target or different ones. Make a separate attack roll for each.
 * Air Defense: As a bonus action, you can cause wind to swirl around you in a defensive torrent. Ranged weapon attacks made against you have disadvantage. This wind also disperses smoke, vapor, and other gasses within 5 feet of you. You can suppress this ability as a bonus action, but it otherwise lasts until you dismiss it or you become incapacitated.
 * Air Manipulation: You learn the gust and mage hand cantrips.
 * Saving Throws: Dexterity and Charisma

Tradition
At 1st level, you also choose a tradition for your character. A tradition represents where and how you learned the art of bending. You may have studied under a wise master, been drilled techniques through military service, developed acute bending skills as a sports star, or explored the art of bending on your own. Your tradition grants you abilities at 1st level, and again at 3rd, 6th, 10th, 14th, and 18th level.

Athlete Your bending skills were honed in a sports environment that emphasized speed, accuracy, and teamwork.

At 1st level, whenever a creature hits you with a ranged attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

At 3rd level, your base movement speed increases by 10 feet. Additionally, your bending Blast and bender spell attacks ignore half cover and three-quarters cover.

At 6th level, you have the ability to pressure your enemies. Once per turn when you miss with a bending Blast attack, your target becomes distracted until the end of your next turn. The next attack roll made against this target by someone other than you has advantage.

At 10th level, you and friendly creatures within 30 feet of you have advantage on saves against being frightened or charmed while you're conscious.

At 14th level, your base movement speed increases by another 10 feet. Also, opportunity attacks made against you have disadvantage.

At 18th level, you've trained your body to peak physical condition. You gain proficiency with all Strength, Constitution, and Dexterity saving throws, and with Constitution ability checks.

Pupil: As a student, you were taught by a powerful master of your chosen element. Your abilities largely come from study and practice.

At 1st level, you gain an additional skill proficiency and Artisan's tools proficiency of your choice. Additionally, choose one skill in which you have proficiency. Your proficiency bonus is doubled for any ability check you make with it.

At 3rd level, and again at 10th and 18th level, you gain an additional bender spell of your choice for your element.

At 6th level, choose one 1st level spell you know. You can use this spell at 1st level without consuming a slot. Starting at 14th level, you can choose another spell of 1st or 2nd level, and use either of the two spells at their lowest level without expending a spell slot. You can do this a number of times equal to your bending ability modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Self-Taught: Being self-taught, bending never came easy to you. But through trial and error, you've managed to get by, and even developed unique abilities of your own.

At 1st level, and again at 14th level, you gain a specialty from the list available to you (see below).

At 3rd level, whenever you choose new spells or swap one out for a different one, you can pick one spell that is for an element that is not your own. For instance, you could take Flight even if you aren't an airbender, and instead use your unique water, earth, or fire techniques to achieve flight. If the spell deals elemental damage, it is limited to the types of damage your Blast ability can do. Starting at 10th level, two of your spells can be from outside your element. At 18th level, up to three of your spells can be from outside your element.

At 6th level, your stubbornness and persistence allows you to maintain focus. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your bending ability modifier (minimum of +1): Intelligence for water, Strength for earth, Charisma for fire, or Wisdom for air.

Warrior: You studied bending alongside other soldiers in an army or militia. Your bending techniques are inseparable from your martial prowess, and you weave the two together seamlessly.

At 1st level, you are proficient with all simple and martial weapons, light armor, medium armor, heavy armor, and shields. You can also use your bending abilities even when you have weapons or a shield in one or both hands.

At 3rd level, you gain the ability to create crude weapons and shields using your bending abilities. You can replicate any simple or martial melee weapon, or a shield, by using a bonus action. The item persists for as long as you remain conscious or until you dismiss it (which doesn't require an action), or if it is ever away from your person for more than one minute. You can create up to two such objects at a time. Any weapon you create can deal its normal damage for that weapon type, or any of the damage types available to your Blast power.

At 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

At 10th level, whenever you hit a creature with a weapon attack, the creature takes an extra 1d8 damage. This extra damage can be of any of the damage types available to your Blast power. At 18th level, this extra damage increases to 2d8.

At 14th level, as long as you're wearing armor or using a shield, any damage you take from bending abilities or spells is reduced by 3.

Spells
By 2nd level you've learned how to use your bending abilities to do more than just attack and defend. You can create a wide variety of effects that are part of your unique style. Bending abilities are not necessarily considered magic, even though the terminology "spell" is used in several descriptions.

Spell Slots: The Bender table shows how many spell slots you have to use your bender spells of 1st level and higher. To use one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and 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 the list available for your element. You can also always choose a universal spell instead.

You learn an additional bender spell of your choice at each odd numbered level thereafter. 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 the list available to you, which also must be of a level for which you have spell slots.

Bending Ability: Your bending ability modifier is based on your chosen element: Intelligence for water, Strength for earth, Charisma for fire, or Wisdom for air. You use this ability modifier whenever a spell refers to your bending ability modifier or spellcasting ability. In addition, you use this modifier when setting the saving throw DC for a bender spell you use, and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your bending ability modifier Spell attack modifier = your proficiency bonus + your bending ability modifier

Components: All bender abilities and spells have somatic and material components. Bender abilities do not have verbal components unless stated in the spell description. In order to use any bender ability or spell, you must have a free hand and have access to your element. Some universal spells, like jump or find familiar, do not require access to your element to use unless indicated, but may still have other costly material components.

The full list of spells for each element is detailed below.

Specialty
When you reach 7th level and again 11th and 15th level, you learn a specialty of your choice. A specialty is something that you excel in that most others do not. They adjust how one of your basic bending abilities works and are always active. Some options are restricted to specific types of bending and cannot be taken by other elements. Universal specialties are available for benders of any element to learn

Choose from the following options:

Backwind (Air): While your Air Defense is active, whenever you use your action to Dodge, Disengage, or Dash, you gain the benefits of all three.

Blue Flames (Fire): When you deal fire damage with any of your bender abilities or spells, you can choose to deal radiant damage instead.

Burn (Fire): Your Fire Blast ability deals an additional 2 damage on a hit.

Distance (Universal): The range of your bending Blast power increases to 60 feet.

Feather Step (Air): While your Air Defense is active, your move speed increases by 10 feet, and your jump distance and jump height is doubled.

Force (Water, Earth, Air): Whenever you use your bending Blast power to deal bludgeoning damage, you can additionally move the target up to 10 feet away from you.

Protective Reach (Water): While your Water Defense ability is active, creatures of your choice also gain the benefit to AC as long as they're within 20 feet of you.

Quick Manipulation (Universal): You can use your Manipulation ability cantrips as either an action or a bonus action.

Scrappy (Universal): Being within 5 feet of a hostile creature doesn't impose disadvantage on your Blast power attack rolls or any ranged attack rolls made with your bender spells.

Slide (Water): While your Water Defense is active, you ignore difficult terrain, and swimming doesn't cost you extra movement.

Snaking (Universal): When you use your Blast power against a target, you don't need line of sight as long as you can draw an uninterrupted path from yourself to your target without exceeding your range, and the target isn't hidden from you. This can allow your attack to circumvent cover, but you have disadvantage on the roll if you can't see your target.

Stone Armor (Earth): While your Earth Defense is active, ranged weapon attacks made against you have disadvantage.

Stone Spikes (Earth): While your Earth Defense is active, you create spikes to retaliate against nearby attackers. Whenever a creature within 5 feet hits you with a melee attack, the target takes 1d6 piercing damage. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Stone Will (Earth): While your Earth Defense is active, you have advantage on concentration checks and on saves related to being moved or knocked prone.

Vortex (Air): The range at which your Air Defense disperses smoke, vapor, and gas is extended to 10 feet. Additionally, allies are protected by your Air Defense for as long as it's active and they remain within 10 feet of you.

Warmth (Fire): While your Fire Defense power is active, you also have resistance to cold damage.

Whip (Water or Fire): Once per turn when you make an attack roll with your bending Blast and miss, you can reroll the attack against a different target within range.

Meditation
At 20th level, whenever you finish a short rest, you can choose expended spell slots to recover. The slots can have a combined level that is equal to or less than 3. For example, you can recover a 3rd level slot, a 2nd level slot and a 1st level slot, or three 1st level slots.

List of Spells
Below is a list of spells for each associated element as well as the level of each spell. Spells marked with an asterisk indicate that the spell is either a tweaked spell or an entirely new spell, and is detailed below. Universal spells are available for benders of any element to learn.

Water:
 * 1st: create or destroy water, cure wounds, draw*, elemental armor*, elemental cover*, encase*, fog cloud, grease, snag*, Tenser's floating disk
 * 2nd: cloud of daggers, dragon's breath*, ice knife, prayer of healing, protection from poison, skywrite, Snilloc's snowball swarm, spike growth, tendril*
 * 3rd: revivify, sleet storm, tidal wave, wall of water, water breathing, water walk
 * 4th: control water, Evard's black tentacles, ice storm, watery sphere
 * 5th: cone of cold, maelstrom

Earth:
 * 1st: draw*, earth tremor, elemental armor*, elemental cover*, encase*, grease, snag*, Tenser's floating disk
 * 2nd: cloud of daggers, detect lies*, dust devil, earthbind, earth shield*, earth glide*, Maximilian's earthen grasp, spike growth, stone prison*, tendril*
 * 3rd: erupting earth, meld into stone, wall of sand, redirect lightning*, tremorsense*
 * 4th: Evard's black tentacles, grasping vine, stone shape, stoneskin
 * 5th: transmute rock, wall of stone

Fire:
 * 1st: absorb elements*, burning hands, color spray, fire spin*, flamethrower*, fog cloud, guiding bolt, hellish rebuke, searing smite
 * 2nd: Aganazzar’s scorcher, blindness/deafness, continual flame, dragon's breath*, flame blade, flaming sphere, heat metal, jet*, pyrotechnics, scorching ray
 * 3rd: call lightning, daylight, fireball, lightning bolt, Melf's minute meteors, redirect lightning*
 * 4th: storm sphere, wall of fire
 * 5th: dawn, flame strike, immolation

Air:
 * 1st: blast wave*, catapult, countercurrent*, draw*, feather fall, pressure*, tempest*, Tenser's floating disk, thunderwave, zephyr strike
 * 2nd: dust devil, gust of wind, jet*, knock, levitate, pass without trace, shatter, silence, skywrite, spider climb
 * 3rd: fly, water breathing, wind wall
 * 4th: freedom of movement, Otiluke's resilient sphere
 * 5th: control winds, steel wind strike, telekinesis

Universal:
 * 1st: animal friendship, expeditious retreat, find familiar, jump
 * 2nd: animal messenger, augury, block*, find steed
 * 3rd: disrupt*, elemental weapon*
 * 4th: conjure minor elementals, find greater steed
 * 5th: conjure elemental

Absorb Elements (Fire): You can cast absorb elements as a 1st level spell, but only for fire or cold damage. If you absorb cold damage, you don't gain the benefit for your next attack.

Blast Wave (Air): As an action, you can choose a target within 10 feet of you to make a Strength saving throw against your save DC. On a failure, the target takes 3d6 thunder damage and is pushed back 10 feet and knocked prone. On a success, the target takes half damage, is pushed only 5 feet, and is not knocked prone. When cast out of a higher level slot, you can choose one additional target per level. Blast Wave is a 1st level spell.

Block (Universal): As a reaction upon taking damage, you quickly create a barrier out of elemental energy to cushion the impact, and take only half damage from the triggering effect. Block is a 2nd level spell.

Countercurrent (Air): As an action, you weave powerful winds around your body for protection. As long as you concentrate, up to 1 minute, attack rolls made against you have disadvantage. Countercurrent is a 1st level spell.

Detect Lies (Earth): As an reaction when a creature begins speaking, you begin to focus on the breathing and heartbeats of those around you. For the next 10 minutes, creatures within 30 feet of you must make a Charisma saving throw if they attempt to speak a deliberate lie. On a failed save, you immediately sense that the person is lying. On a successful save, the information you gather is inconclusive. You know whether each creature succeeds or fails on its saving throw. Detect Lies is a 2nd level spell.

Disrupt (Universal): You can cast dispel magic as a 3rd level spell, targeting a creature, object, or bender spell effect. Besides bender spells, this can also automatically end any ongoing Defense or Manipulation ability without needing to roll.

Dragon's Breath (Water, Fire): You can cast dragon's breath as a 2nd level spell. You can only choose fire if a firebender, or cold if a waterbender.

Draw (Water, Earth, Air): As an action, you shape elemental energy that shoves a creature to unbalance it. A creature of your choice within 30 feet must make a Strength saving throw. On a failed save, the creature takes 3d8 bludgeoning damage and is pulled up to 25 feet closer to you. On a successful save, the creature takes half as much damage and is not moved. When cast out of a higher level slot, the damage increases by 1d8 per level. Draw is a 1st level spell.

Earth Shield (Earth): You can cast barkskin as a 2nd level spell, protecting your target with a layer of rigid stones.

Earth Glide (Earth): As a bonus action, you begin concentrating. As long as you maintain concentration on this spell (up to 10 minutes), you have a burrow speed equal to half your walking speed, as long as you move through structures made of earth, rock, or stone. You can choose not to leave any trace of your passage, or you can create a 5-foot wide tunnel in your wake. Earth Glide is a 2nd level spell.

Elemental Armor (Water, Earth): As an action, you surround yourself with a protective layer earth or ice. You gain 1d4+4 temporary hit points for the next hour. When cast out of a higher level slot, you gain 5 additional temporary hit points for each slot above 1st. Elemental Armor is a 1st level spell.

Elemental Cover (Water, Earth): As an action, you can create a wall of elemental matter that is 10 feet long and 10 feet tall, providing total cover and blocking line of sight. Regardless of its composition, the cover has an AC of 10 and HP equal to 2 times your bender level. Elemental Cover is a 1st level spell.

Elemental Weapon (Universal): As an action, you touch a weapon and begin concentrating, up to 1 hour. Choose one of the damage types available to your Blast ability. For the duration, the weapon has a +1 bonus to attack rolls and deals an additional 1d4 damage of the chosen type when it hits. Elemental Weaponry is a 3rd level spell.

Encase (Water, Earth): As an action, you create a ripple that stretches along the ground from you to another target on the ground within 30 feet. The target must succeed on a Strength saving throw or be restrained by solid ice or stone for up to 1 minute as long as you maintain concentration on this ability. A Large or larger creature has advantage on this saving throw. While restrained, the target takes 1d6 bludgeoning or piercing damage (your choice) at the start of each of its turns. You can deal cold damage instead if you're a waterbender. A creature restrained by the material or one that can touch the creature can use its action to make a Strength check against your save DC. On a success, the target is freed. When cast out of a higher level slot, you can choose one additional target per level. Encase is a 1st level spell.

Fire Spin (Fire): As an action, you sweep the area around you with a wave of flames. Each creature within 10 feet must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell, you can stand from prone without using any movement. When cast out of a higher level slot, the damage increases by 1d6 per level. Fire Spin is a 1st level spell.

Flamethrower (Fire): As a bonus action, you begin generating a constant jet of flames from your palm, for up to 1 minute as long as you maintain concentration on this ability. When you cast this spell, choose a target within 15 feet. That target must make a Dexterity save or take 2d6 fire damage, or half as much on a successful save. Until your concentration ends, you can use a bonus action on each of your subsequent turns to cause this damage again, choosing the same target or a different one within 15 feet. Flamethrower ignites flammable objects that aren't being worn or carried. When cast out of a higher level slot, the damage increases by 1d6 for every two slot levels above first. Flamethrower is a 1st level spell.

Jet (Fire, Air): As a bonus action, you propel yourself with flames or wind, moving up to 30 feet. This movement doesn't provoke opportunity attacks. If you end your turn mid-air, you begin falling on your next turn unless you use jet again. Jet is a 2nd level spell.

Pressure (Air): As an action, you push air forcefully down on a creature within 120 feet, forcing them to make Strength saving throw. On a failure, the creature takes 3d6 bludgeoning damage and has disadvantage on the next attack roll it makes before the end of your next turn. On a success, the creature takes half as much damage and suffers no other effects. When cast out of a higher level slot, the damage increases by 1d6 per level. Pressure is a 1st level spell.

Redirect Lightning (Earth, Fire): As a reaction, you can move up to 15 feet to intercept a lightning bolt or call lightning effect and take control of it. Your movement provokes opportunity attacks as normal. A lightning bolt's line immediately stops at your location and does no damage to you. If you're an earthbender, you disperse the energy harmlessly into the ground. If you're a firebender you can disperse the effect or choose to redirect it, immediately casting your own lightning bolt as part of the same reaction, even if you don't know the lightning bolt spell. If you step into the effect of call lightning, the bolt is absorbed by you and does no damage to any target. You may choose to disperse the energy, or redirect it if you're a firebender. If you choose to redirect it, you immediately cast your own lightning bolt as above, except that the damage is reduced to 3d10. Redirect Lightning is a 3rd level spell.

Snag (Water, Earth): As an action, you move elemental matter to cling to a creature's legs. Make a ranged spell attack against a creature within 120 feet. On a hit, the target takes 4d6 bludgeoning damage, and its speed is reduced by 15 feet until the start of your next turn. When cast out of a higher level slot, the damage increases by 1d6 per level. Snag is a 1st level spell.

Stone Prison (Earth): As an action, choose a creature within 60 feet. The target must succeed on a Strength saving throw or be paralyzed for as long as you concentrate, up to 1 minute. A Large or larger creature automatically succeeds on the save. At the end of each of its turns, the target can make another Strength saving throw. On a success, the creature breaks free and the effect ends. When case out of a higher level slot, you can target one additional creature for each slot above 2nd. Creatures must be within 30 feet of each other when you target them. Stone Prison is a 2nd level spell.

Tempest (Air): You can cast shield of faith as a 1st level spell, protecting a creature with warding winds that partially deflect incoming attacks.

Tendril (Water, Earth): As a bonus action, you create a 10-foot-long tentacle at a point you can see within 30 feet of you. The tentacle lasts for up to 1 minute as long as you maintain concentration on this ability. When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 bludgeoning damage or slashing damage (your choice), or can deal cold damage instead if you're a waterbender. When struck, a creature's speed is reduced by 10 feet until the start of your next turn. As a bonus action on subsequent turns, you can move the tendril up to 30 feet and repeat the attack. When cast out of a higher level slot, the damage increases by 1d8 per level. Tendril is a 2nd level spell.

Tremorsense (Earth): As an action, you focus your mind on sensing your surroundings. For the next 8 hours, you can detect and pinpoint the origin of vibrations within 60 feet, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Creatures within this range and in contact with the ground are never hidden from you if they move. Tremorsense is a 3rd level spell.