Sandbender (5e Class)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Numerous missing features. Generally, features should be direct in nature. Edit(31/10/2020) This page is going to be changed in the next couple of months, as the problems are being fixed I'll be erasing this template. Edit (28/12/2020) Hello! I edited around some stuff and I added some things to the class and also fixed some spelling mistakes I hope you don't mind and like what I did. One of my players is really enjoying the class! ^^


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The Sandbender

A redheaded human walks alone in the desert, his eyes seem to be with deep dark circles. On his back, a huge vessel of sand. While walking, the man is ambushed by a group of bandits, the human laughs hysterically at the group while the sand on the floor starts to move a lift the bandits on the air. The man laughs on last time before clutching his fist while screams can be heard from the bandits.

The leader of the revolution ran with her army towards the castle, as the big doors were being lock up. The elf stopped the army and raised her hands to skies as her famous grey iron sand started floating on the sky forming a huge battering ram with a single movement towards the door, the woman alone broke down the door.

A Noble Half-elf, wearing a golden robe, is leaving a important meeting, hears the sound of arrows coming his way, the golden robe turns into a fine golden sand and holds the arrows right as they were about to hit his face. The man looks at the attacker who tries to run through the roofs, but feels a heavy wait on his shoulders, when he looks at his armour the sand is covering his cheastpeace making him slower by the minute, while the noble walks slowly towards him, with a smirk on his face.

The ancient art of sandbending is base on years of observation, study and even the sealing of sand elementals. The Sandbender is a powerful elementalist who controls the grains of sand. They are great at defending themselves while also range, and melee attacking. After all they have to be versatile to control so many small things at once.

Quick Build

You can make a Sandbender quickly by following these suggestions. Put your highest ability score in Dexterity, followed by Constitution.

Class Features

As a The Sandbender you gain the following class features.

Hit Points

Hit Dice: 1d10 per The Sandbender level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per The Sandbender level after 1st

Proficiencies

Armor: Light, Medium, and Shields
Weapons: Simple weapons and Martial weapons
Tools:
Saving Throws: Dexterity, Constitution
Skills: Choose three from Acrobatics, Deception, Intimidation, Perception, Insight, and Survival.

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a Light crossbow and 20 bolts or (b) two daggers
  • Studded Leather armour and A Vessel of Sand
  • (a) A Explorer's Pack or (b) Dungeoneer's Pack

Table: The The Sandbender

Level Proficiency
Bonus
Sand Damage Att. bonus/Dmg bonus(AC bonus) Features Known Spell lvl Sand Points
1st +2 1d8 +0/ +1(+0 AC) Sand Control, Sand Points, Type of Sand 1st 2
2nd +2 1d8 +1/ +1(+0 AC) Sand Bilding, Crushing Sand 1st 4
3rd +2 1d8 +1/ +1(+0 AC) Deflect Missiles 2nd 6
4th +2 2d8 +2/ +2(+1 AC) Ability Score Improvement 2nd 8
5th +3 2d8 +2/ +2(+1 AC) Magical Sand, Extra Attack 2nd 10
6th +3 2d8 +2/ +2(+1 AC) Type of sand feature 2nd 11
7th +3 3d8 +2/ +2(+1 AC) Protective Sand 3rd 11
8th +3 3d8 +3/ +3(+2 AC) Ability Score Improvement 3rd 12
9th +4 3d8 +3/ +3(+2 AC) 4th 12
10th +4 3d8 +3/ +3(+2 AC) Saving Sand 4th 13
11th +4 4d8 +3/ +3(+2 AC) 4th 13
12th +4 4d8 +4/ +4(+3 AC) Ability Score Improvement 4th 14
13th +5 4d8 +4/ +4(+3 AC) 5th 14
14th +5 4d8 +4/ +4(+3 AC) Type of sand feature 5th 15
15th +5 5d8 +4/ +4(+3 AC) 6th 15
16th +5 5d8 +5/ +5(+4 AC) Ability Score Improvement 6th 16
17th +6 5d8 +5/ +5(+4 AC) Type of sand feature 6th 17
18th +6 6d8 +5/ +5(+4 AC) 7th 18
19th +6 6d8 +5/ +5(+5 AC) Ability Score Improvement 7th 19
20th +6 6d8 +6/ +6(+5 AC) 7th 20

Sand Control

At 1st level, you gain control over sand. You carry an amount of your type of sand with you at all times that can be used as a ranged spell attack with a range of 30ft/120ft, you gain extra 5ft on both for each level you gain after the first. On a hit, it deals an amount of bludgeoning damage equal to the amount listed in the “Sand Damage” column, and you may attempt a grapple as a bonus action. Additionally, you may add an amount to any damage and attack rolls for features granted by this class, as well as to your AC, as listed in the Sandbender table.


Sand Points

Sand Points describe the amount of Sand you have with yourself. Having no Sand Points doesn't mean you don't have Sand, it just means the amount of Sand you have is just enough to keep you protected and to use your basic attacks.

At 1st level, you may use Sand Points (SP) to cast spells. Each spell granted by this class, as listed at the bottom of this class description, costs an amount is SP. You may spend 1 additional SP to increase the damage of a spell by 1d8 if it hits or if the target fails its saving throw.

Your Sand save DC is equal to 8 + your Dexterity modifier + your Proficiency modifier.
Your Sand attack modifier is equal to your Dexterity modifier + your Proficiency modifier.

Type of Sand

The art of Sandbending goes way beyond the normal type of sand normally found around the desert. At your first level on this class choose one of the three types of sand your character uses. Iron sand, Gold sand or Blood Sand.

Sand Bilding

At the second level you gain the ability to turn your sand into hard and simple object. You can use your action to spend sand ponits to make the following: You can make a wall no bigger than 10ft In height and lenght per Sand Point spent. The wall has 16AC and 50 Hit Points which grow whith the Sand Points spent in while making the wall. If can use another action to turn the wall back to sand, you can recover the sand points used if it sitll at hath of its original health. Said wall can be also used as a Birgde over a hole in Which case it can hold up to double your weight.

Additionally, you can spend a extra Sand point to fix your wall, giving it max health as a bonus action.

When you reach the 5th Level you can use an action to concentrate at the wall. While concentrated the wal doesn't lose Health points, but if concentration is broken, so is the wall. You can use your action again to solidify the wall.

When you reach the 12th level it becomes 20ft per Sand point, and 70 Helth points.

Crushing Sand

Starting at the second level, whenever you have a creature in grappled in your sand, you may use a action to crush it. The grappled creature must make a Strength saving throw against your Sand save DC and take your sand damage dice on a fail or half as much on a success.

Deflect Missiles

Starting at 3rd Level, you can use your Reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + your Dexterity modifier + your Sandbender level.

If you reduce the damage to 0, you can catch the missile one your sand if it is small enough for you to hold in one hand.


Magical Sand

At 5th level your sand now counts as magical for the purpose of over coming resistances.

Extra Attack

Beginning at 5th level, you can attack twice using your Sand, instead of once, whenever you take the Attack action on your turn even if your first atack wasn't using your Sand.

Protective Sand

At the 7th level, whenever an effect, such as a red dragon's fiery breath or an Ice Storm spell. forces you to make a Dexterity saving throw to take half of the damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. As your sand surrounds your body protecting it from any harm.

Saving Sand

At 10th level, as a reaction when a creature within your sand attack range takes damage, you may halve the damage they take, rounding down. You then take the amount of damage you reduced.


Level 1 Spells

Sand Replacement (2SP)

  • Casting time: Reaction or bonus action
  • Range: Self
  • Duration: Instantaneous

When you are targeted by an effect that forces you to make a saving throw or by an attack, you may create a clone of yourself out of sand, granting you advantage on the saving throw or the attacker disadvantage to the attack roll.

Sense of the Sand (1SP)

  • Casting time: 1 action
  • Range: 60ft
  • Duration: 1 minute

You channel a fragment of Ichibi’s consciousness to make a eye or a ear within 30 feet of you. Its size is Tiny, and it has AC, ability scores, and hit points equal to 5. You can see/hear anything the eye or ear can.

Desert Coffin (No cost)

  • Casting time: 1 bonus action
  • Duration: Instantaneous

You engulf a creature you are grappling in crushing sand. They must succeed a Strength saving throw, becoming paralyzed until the end of your next turn and taking 2d6 bludgeoning damage.

Level 2 Spells

Sand teleportation (1SP)

  • Casting time: 1 bonus action
  • Range: Equals movement
  • Duration: Instantaneous

The Sandbender disappears in a mist of sand and instantly appears as far as their normal movement will allow them, the user can use their action similar to dashing to teleport x2 their normal movement.

Twin Sand Attack (2SP)

  • Casting time: 1 action
  • Range: 60ft
  • Duration: Instantaneous

The Sandbender sends two waves of sand at their opponents (they can target 2 different creatures) with a range of 25ft (+5ft for every level of sandbender) and must succeed a range spell attack, doing “Sand Damage” if this hits the Sandbender may start a grapple as a bonus action. The enemy must succeed on a dexterity saving throw or be grappled. If the user succeeds on the grapple, then the Sandbender may use Desert coffin as a bonus action on their next tunr.

Sand Armour (1SP per target)

  • Casting time: 1 action
  • Range: Self
  • Duration: 1h

The Sandbender covers their self or allies skin with a layer of sand as a precautionary defensive measure. The covered creature gains temporary hit points equal to their AC + Wisdom modifier. You can only have one person with this layer of sand at a time.

Sand Impact (2SP)

  • Casting time: 1 action
  • Range: 10ft around you/Sand range

You create a strong impact around you from the ground. Every creature in a 10ft radius around you must succeed on a dexterity saving throw or be knocked 10ft away from you and take 2d8 bludgeoning damage. If the enemy flies back and hits a wall or other solid material he takes an extra d8 damage. You can cast this spell as a ranged attack but you can hit only one single target.


Level 3 Spells

Sand Spear (2SP)

  • Casting time: 1 action
  • Range: Sand range

The Sandbender forms a spear made of sand and throws it at his target which does 6d8 bludgeoning damage and the target must succeed a dexterity saving throw or be pushed away 15ft in the direction of the spear. If the target hits a wall or other solid materials after the pushed he will be stunned for 1d4 turns.

Defence Ball (2SP)

  • Casting time: 1 action
  • Range: Self
  • Duration: 1 min.

The Sandbender gathers a massive amount of sand around them, which forms into a ball around them and protects them and heals them for 1d8 + Wisdom modifier per turn. They cannot use any attacks or spell while in the ball. If someone tries to attack the ball you can use an additional 1SP to jet out some spikes from the ball to do 2d8 piercing damage to the attacker with a 5ft reach. The ball can be broken by doing half or more than the users maximum hp to it.

Rain of Sand (4SP)

  • Casting time: 1 action
  • Range: Sand range/15ft radius

You shoot out a high amount of your sand in the air that pounds down in a 15ft radius, dealing 6d6 damage to every creature in the area and making this area difficult terrain which halves the movement of all creatures in the area. The sand in the area can be later used for the spell "Sand trap" or “Grand Sand Masoleum”.

Sand Tsunami (3SP)

  • Casting time: 1 action
  • Range: 120ft

You conjure up a wave of sand that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The sand then spreads out across the ground in all directions. The sand in the area can be later used for the spell "Sand trap" or “Grand Sand Masoleum”.

Level 4 spells

Sand trap (2SP)

  • Casting time: 2 turn action
  • Range: Sand range
  • Duration: 1d4 turns

The Sandbender expands in the first turn sand over the floor in a maximum of a 20ft by 20ft square. In the second turn they can use Sand trap to grapple every creature he wills in the area for 1d4 turns. The rooted creature can make a Dex. saving throw against the Sandbender's spell save dc on their turn to get away but they lose their turn after that. Sand trap can be used like a 1 turn spell after some spells like "Rain of Sand" or "Sand Tsunami".

Ultimate defence: Ishibi's shield (4SP)

  • Casting time: Reaction
  • Range: Self
  • Duration: Until the start of the users next turn

As a reaction you can use Ultimate defence: Ishibi's shield to block any attack you want negating any damage and negative effects of the attack. This only lasts until the start of your next turn.

Level 5 spells

Grand Sand Masoleum Seal (5SP)

  • Casting time: 2 turn action
  • Range: Sand range
  • Duration: 1d6 turns

This spell is similar to sand trap but too much greater affect.The Sandbender expands in the first turn sand over the floor in a maximum of a 40ft by 40ft square. In the second turn they can use Grand Sand Masoleum to seal every creature in the area for 1d6 turns underneath a pyramid causing the creatures to be paralysed .The trapped creature can make a strength saving throw against the Sandbender's spell save dc on their first turn to get away but they lose their turn after that. If the user decides to end the spell early then the creatures underneath take 8d6 bludgeoning damage as the pyramid falls atop of them. Grand Sand Masoleum can be used like a 1 turn spell after some spells like "Rain of Sand" or "Sand Tsunami".

Sand Tornado (5SP)

  • Casting time: 1 action
  • Range: 300ft (10ft radius)

A tornado comprised of sand howls down to a point that you can see on the ground within range. The tornado is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the tornado up to 30 feet in any direction along the ground. The tornado sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the tornado or that the tornado enters its space, including when the tornado first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the tornado, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the tornado and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the tornado and is hurled 3d6 × 10 feet away from it in a random direction.

Types of sand

Depending on what type of sand you are born with will grant you different abilities.

Blood Sand

Sand Recovery =

Starting at 1st level, you can regain some of your magical energy by decaying other creatures in to sand so you may have more at your disposal. If there is a dead creature you can take a minute to let your sand crush the creature in to small grains similar to sand. The amount of spell points you regain is equal to half of your Sandbender level rounded up. You can't use this feature again until you finish a long rest.

Ichibi vision (1SP)

At first level being much closer to Ichibi than normal sandbenders as a blood sandbender you may tap in to Ichibi's eyesight changing one of your eyes in to one similar to his granting you 60ft darkvision for an hour.


Multiclassing

Prerequisites. To qualify for multiclassing into the Sandbender class, you must meet these prerequisites: Wisdom of 14 and Dexterity of 14


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