Sandbender, Variant (5e Class)

created by the user Sammymike inspired by someone elses sandbender class

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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

LevelProficiency
Bonus
Sand DamageAtt. bonus/Dmg bonus(AC bonus)FeaturesKnown Spell lvlSpell Points
1st+21d8+0/ +0(+0 AC)Sand Control, Spell Points, Type of Sand1st2
2nd+21d8+0/ +0(+0 AC)1st4
3rd+21d8+0/ +0(+0 AC)Deflect Missiles2nd6
4th+21d8+0/ +0(+0 AC)Ability Score Improvement2nd8
5th+32d8+1/ +1(+1 AC)Magical Sand3rd10
6th+32d8+1/ +1(+1 AC)Type of sand feature3rd11
7th+32d8+1/ +1(+1 AC)Protective Sand4th11
8th+32d8+1/ +1(+1 AC)Ability Score Improvement4th12
9th+42d8+1/ +1(+1 AC)5th12
10th+42d8+1/ +1(+1 AC)Saving Sand5th13
11th+43d8+2/ +2(+2 AC)5th13
12th+43d8+2/ +2(+2 AC)Ability Score Improvement5th14
13th+53d8+2/ +2(+2 AC)Sand form5th14
14th+53d8+2/ +2(+2 AC)Type of sand feature5th15
15th+53d8+2/ +2(+2 AC)5th15
16th+53d8+2/ +2(+2 AC)Ability Score Improvement5th16
17th+64d8+3/ +3(+3 AC)Type of sand feature5th17
18th+64d8+3/ +3(+3 AC)Always equipped5th18
19th+64d8+3/ +3(+3 AC)Ability Score Improvement5th19
20th+64d8+3/ +3(+3 AC)Homeland5th20

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.


Spell Points

At 1st level, you may use Spell 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 an extra hit die before casting it.

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

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.


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.

Sand form

At 13th level you can transform in to a sand like form, while inside of this form your only method of movement is a flying speed of 10 feet. You can enter and occupy the space of another creature .You has resistance to nonmagical damage, and you have advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. You can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.

Always equipped

At 18th level, when you roll for initiative and have no spell points remaining, you regain 4 spell points.

Homeland

At 20th level, while you are inside a desert like climate, with alot of sand inside. You have advantage on attack rolls and your enemies have disadvantage on any saving throws they make while inside of this climate. Your sand spells cost half as much while inside of the desert.

Sand Shurikens (1SP)

  • Casting time: Action
  • Range: 120ft

You create three shurikens comprised of sand. Each shuriken hits a creature of your choice that you can see within range. A shuriken deals 1d4 + 1 bludgeoning damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. This spell can not be blocked unless the target casts shield or is immune to magic missile. If you spend another SP instead of giving you more damage you can create another shuriken for each SP you create.


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

(concentration)

You channel a fragment of Shukaku’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 (1SP)

  • Casting time: 1 bonus action
  • Duration: Instantaneous

You engulf a medium or smaller 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.

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 turn.

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.


Desert wall (3SP)

  • Casting time:1 action
  • range: 120ft

(concentration)

A wall of solid sand springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. Each panel has AC 15 and 10 hit points per inch of thickness.

Sand Levitation (2SP)

  • Casting time: 1 action
  • Range: self

(concentration)

You create a platform of sand from underneath yourself that lasts for 10 minutes. While atop of this platform you may fly around with a speed of 30ft you can not dash while atop of this platform. If this platform is hit by water you instantly fall down and fall prone taking fall damage.

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 they have been pushed they will be stunned for 1d4 turns. At the end of the targets turns they can make a strength saving throw to pull off the spear.

Defence Ball (2SP)

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

(concentration)

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”.

Sand trap (2SP)

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

(concentration)

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: Shukaku'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: Shukaku'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.

Grand Sand Masoleum Seal (5SP)

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

(concentration)

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)

(concentration)

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.

Desert Hands (4SP)

  • Casting time: 1 action
  • Range: 120ft

(concentration)

You create 2 Large hands of sand in an unoccupied space that you can see within range. The hands lasts for the spell’s duration, and they moves at your command, mimicking the movements of your own hands.

The hands are an object that has AC 20 and hit points equal to half of your hit point maximum. If they drops to 0 hit points, the spell ends. They have a Strength of 26 (+8) and a Dexterity of 10 (+0). The hands dont fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hands up to 60 feet and then cause one of the following effects with it.

Clenched Fists. The hands strikes one creature or object within 5 feet of it. Make a melee spell attack for the hands using your game statistics. On a hit, the target takes 4d8 force damage.

Forceful Hands. The hands attempt to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hands pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hands moves with the target to remain within 5 feet of it.

Grasping Hands. The hands attempt to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hands is grappling the target, you can use a bonus action to have the hands crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

Interposing Hands. The hands interposes itself between you and a creature you choose until you give the hands a different command. The hands moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

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. If your spell points go above the maximum you normally have they stay until the end of a long rest.

Shukaku vision (1SP)

At first level being much closer to Shukaku 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.

Shukaku Mutation (3SP)

At 6th level you have tapped deeper in to the power of Shukaku now allowing the sandbender to manifest certain aspects of shukaku. Using their action and spending 3SP the sandbender can grow a smaller but still quite big version of shukaku's arm and tail which each have a reach of 5ft. This transformation lasts for 10 minutes while undergone in this transformation the sandbender will have advantage on strength checks and strength saving throws, gains a climbing speed equal to the users normal movement speed. As well as be able to make unarmed strikes with his claw dealing a d6 + your dexterity modifier of slashing damage, the sandbender can choose to make another unarmed strike using his tail after the claw as a bonus action dealing a d8 + your dexterity modifier of slashing damage. While in this form you can also stretch your arm to a max of 30ft outwards you can use this to swing across trees or you can use this to attack making your claw deal 2d6 instead although while your arm is stretched out your movement speed decreases by 10 unless you are climbing.

Shukaku Summon (6SP)

At 14th level you have almost fully mastered your Jinchuriki and now you may summon Shukaku to aid you in battle. Shukaku counts as a huge creature and will last for 1 minute. You may only summon him once every long rest. He is sentient but will listen to most commands you make. https://www.dandwiki.com/wiki/Shukaku_(5e_Creature) Although the Shukaku you summon is not at its full strength so the following the Shukaku you summon has these following changes. He has 110 Hit points, His + to hit is equal to your spell attack bonus. His multiattack is only one with his tail and one with his sand manipulation. His spell DC's such as frightful presence are equal to your spell save DC, He no longer has his legendary actions and his legendary resistance.

Chakra Mode (10SP)

At 17th level you have fully mastered your Jinchuriki, now enabling you to tap in to your final transformation, chakra mode. You can enter chakra mode as a bonus action. Chakra mode is a technique, one that enhances physical abilities and defensive abilities. First of all you gain an extra 20ft movement speed. An extra +2 AC and your strength and dexterity stat can be no lower than 18 while inside of this form, along with advantage on strength checks and saving throws. You gain a flying speed of 30ft (this does not stack with the extra movement) and you can also use the tailed beast bomb that shukaku can use once while within this form. This also increases your sand manipulation capabilities so all your sand skills deal an extra dice of damage. If you summon after entering chakra mode Shukaku now takes up 25ft by 25ft instead of 15 by 15ft making him class as a gargantuan creature, he also gets the bonuses you receive apart from the flying speed and AC bonus. This form lasts for 10 minutes. You can use this once every long rest.

Multiclassing

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

gollark: ++delete the ability to count chickens
gollark: 1-bit? Wow.
gollark: If you make it scriptable with Lua make sure to make it able to run potatOS.
gollark: Markdown... how does it even.
gollark: Oops, I did an infinite recursion.
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