Sand Manipulator (5e Class)

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Sand Manipulator[edit]

Masters of the Desert[edit]

Creating a Sand Manipulator[edit]


Quick Build

You can make a Sand Manipulator quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Sand Manipulator you gain the following class features.

Hit Points

Hit Dice: 1d8 per Sand Manipulator level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sand Manipulator level after 1st

Proficiencies

Armor: none
Weapons: Finesse Weapons, quarterstaff
Tools:
Saving Throws: Wisdom and Charisma
Skills: Choose two between Arcana, Deception, History, Insight, Intimidation, Persuasion, Perception, Performance

Equipment

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

  • If you are using starting wealth, you have 4d4 ×10 in funds.

Table: The Sand Manipulator

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th
1st +2 Spellcasting, Sand Mark 4 3 2
2nd +2 Sand Path 4 4 3
3rd +2 Sand Manipulation 4 5 4 2
4th +2 Ability Score Improvement 4 6 4 3
5th +3 5 7 4 3
6th +3 Sand Path feature 5 8 4 3 2
7th +3 5 9 4 3 3
8th +3 Ability Score Improvement 5 10 4 3 3
9th +4 6 11 4 3 3 1
10th +4 Sand Path feature 6 12 4 3 3 2
11th +4 6 13 4 3 3 2
12th +4 Ability Score Improvement 6 14 4 3 3 3 1
13th +5 7 15 4 3 3 3 2
14th +5 Sand Path feature 7 16 4 3 3 3 2
15th +5 7 17 4 3 3 3 2 1
16th +5 Ability Score Improvement 7 18 4 3 3 3 2 1
17th +6 Sand Path feature 8 19 4 3 3 3 2 1
18th +6 8 20 4 3 3 3 2 1 1
19th +6 Ability Score Improvement 8 21 4 3 3 3 2 1 1
20th +6 8 22 4 3 3 3 2 1 1

Spellcasting[edit]

Your spellcasting revolves around your ability to focus and manifest your inner flame. You choose cantrips and spells from the Sand Manipulator spell list.

Cantrips

At 1st level, you know four cantrips of your choice from your Sand Manipulator spell list. You learn additional Sand Manipulator cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sand Manipulator table.

Spell Slots

The Sand Manipulator table shows how many spell slots you have to cast your 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.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

At first level, you know two 1st-level spells of your choice from the Sand Manipulator spell list.

The Spells Known column of the Sand Manipulator table shows when you learn more Sand Manipulator spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd 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 spells you know and replace it with another spell, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your spells, since the power of your magic relies on your ability to regulate and manifest your inner flame. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Innate Focus

As a conduit of magical power, you do not require material components to cast Sand Manipulator spells, provided the component is not consumed by the casting of the spell.

Sand Mark[edit]

At 1st level, you can mark an opponent for death by the sand. As a bonus action, you can spend 1 Sand Point to leave an opponent Marked.Marked opponents will have a circle of rising sand of 5ft in their surroundings, and at the end of their turns they and any hostile creatures within the area take xd6 Force damage. With x being the spellslot you used. You cannot more than one opponent at once.

Sand Path[edit]

At 2nd level, you chose a sand path. Choose between Sand Shaman, Sand Assassin, Sand Thief, all detailed at the end of the class description. Your choice grants you features at 2nd and again at 6th, 10th, 14th and 17th level.

Sand Manipulation[edit]

Beggining at 3rd level, you have learned how to manipulate the sand around you with almost perfect precision. You may spend 1 spell slot to do one of the following:

Sand Defense

As a reaction you use the sand as a defensive mechanism, and spend 1 spell slot to gain 1 + the number of spell slot spent to your AC.

Sand

Ability Score Improvement[edit]

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.

Sand Path[edit]

Sand Shaman[edit]

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Sand Assassin[edit]

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Sand Thief[edit]

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Sand Manipulator Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

Absorb Elements, Detect Magic, Detect Poison and Disease, Earth Tremor, Fog Cloud, Purify Food and Drink, Ray of Sickness, Silvery Barbs, Zephyr Strike

2nd Level

<!-2nd level spell list->

3rd Level

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4th Level

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5th Level

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6th Level
7th Level

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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