Sandbender (5e Class)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Numerous missing features. Is it Shukaku or Ishibi (properly spelled Ichibi. I know it’s the same creature, but we should only use 1 name)? Generally, features should be worded in second person (At 1st level, you...) and be direct in nature.

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The Sandbender[edit]

The Sandbender is a type of a Elementalist whos control sand with his will. The sandbender is skilled at multi-tasking (seeing as a sandbender needs to control thousands of individual grains at once) and his defense and sustain is legendary.The Sandbender always carry a vessel with him full of sand to use it or if needed he can put out every sand corn from the ground to use it.

Quick Build

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

Class Features

As a The Sandbender you gain the following class features.

Hit Points

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


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


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 armor and thieves tools
  • (a) cloak and hood (optional color) or (b) common clothes

Table: The The Sandbender

Level Proficiency
Sand Damage Att. bonus/Dmg bonus(AC bonus) Features Known Spell lvl Spell Points
1st +2 1d8 +0/ +1(+0 AC) Sand Control, Insomnia, Spell Points 1st 2
2nd +2 1d8 +1/ +1(+0 AC) Grappling Sand 1st 4
3rd +2 1d8 +1/ +1(+0 AC) 2nd 6
4th +2 2d8 +2/ +2(+1 AC) Ability Score Improvement 2nd 8
5th +3 2d8 +2/ +2(+1 AC) 2nd 10
6th +3 2d8 +2/ +2(+1 AC) Saving Sand 2nd 11
7th +3 3d8 +2/ +2(+1 AC) 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) Half Revival Form 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) 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) 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[edit]

At 1st level, due to having Ishibi sealed within you, you gain control over sand. You carry an amoun of sand with you at all times that can be used as a ranged spell attack with a range of 30ft + 5ft/level. 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.


At 1st level, you have trained yourself against sleep to keep Ishibi from being revived. You gain the normal benefits of sleeping after meditating for 4 hours, during which you are aware of your surroundings. You are immune to any effects that would cause you to become unconscious against your will except for falling to 0 hit points.

Spell Points[edit]

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 1d8 if it hits or if the target fails its saving throw.

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.

Grappling Sand[edit]

At 2nd level, on a successful hit with your Sand attack as outlined in Sand Control, you may grapple the same creature you hit with a bonus action. Additionally, you may grapple a creature at the same range as your Sand attack.

Saving Sand[edit]

At 6th 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.

Half Revival Form[edit]

At 10th level, you may brake a fragment of the power of Ishibi into your body “safely”. In place of your action, bonus action, and movement, sand cements itself onto your body, partially forming the shape of a raccoon. You gain the following abilities:

  • Your Strength, Dexterity, and Constitution increase by +2 to a maximum of 22. This does not effect your maximum hit points.
  • You can not use weapons.
  • You lose 1d8 + 3 hit points at the beginning of each of your turns.
  • You gain the Air Blast, Sand Shuriken, Infinite Sand Gust Storm and Ishibi’s Sand Armor spells.

You may stay in this form for 1 minute, until you fall unconscious, or you willing end the form as an action.

Air Blast (1 SP)[edit]

  • Casting time: 1 action
  • Range: 100 ft

You shoot a blast of air at one creature, dealing 9d6 thundering damage on a successful hit.

Sand Shuriken (1 SP)[edit]

  • Casting time: 1 action
  • Range: 30 ft radius

You throw a volley of shurikens made of sand out of your. On a hit, a creature takes 3d8 magical slashing damage.

Infinite Sand Gust Storm (3 SP)[edit]

  • Casting time: 1 action
  • Range: 60ft cone

You shoot a gust of air & sand mixed together dealing a number of d8 thundering damage equal to your level.

Shukaku’s Sand Armor[edit]

  • Casting time: 1 action
  • Range: Self
  • Duration: Same as Half Revival Form

Ishibis’s sand armor covers your skin in a very think coating of sand giving you an amount damage reduction equal to one fourth of your level, rounded down.

Level 1 Spells[edit]

Sand Replacement (2SP)[edit]

  • 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 disadvantage to the attack.

Sense of the Sand (1SP)[edit]

  • 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)[edit]

  • 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.

Level 2 Spells[edit]

Sand teleportation (1SP)[edit]

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

The Sandbender disappears in a mist of sand and instantly appears as far as his normal movement will allow him.

Twin Sand Attack (2SP)[edit]

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

The Sandbender sends two waves of sand at his opponents (they can target 2 different creatures) with a range of 25ft +5ft/level and must succeed a range touch attack, doing “Sand Damage” if this hits the sand may start a grapple as a bonus action. The enemy must succeed a Dex. Save.throw or be grappled. If it succeeds on the grapple, then Sandbender may use Desert coffin as a bonus action.

Sand Armor (1SP per target)[edit]

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

The Sandbender covers his or allys skin with a layer of sand as a precautionary defensive measure. The covered creature gains damage reduction equal his AC + your Wisdom modifier.

Sand Impact (2SP)[edit]

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

You create a strong impact around you from the ground. Every creature 10 around you must succssed a Dex.Save or be knock of 10ft away from you. If the enemy hit after the knock of a wall or other solid material he takes additional half of the dmg. You can cast this spell as a ranged attack but you can hit only one single target.

Level 3 Spells[edit]

Sand Spear (2SP)[edit]

  • Casting time: 1 action
  • Range: Sand range

The Sandbender forms a spear made of sand and throws it at his target which does damage and the target must succseed a Dex. 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 pushe he will be stunned for 1d4 turns.

Defence Ball (2SP)[edit]

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

The Sandbender gathers a massive amount of sand around him, which forms into a ball around him and protects him and heal him for 1d8 +Wisdom modifier per turn. He cannot use any attacks or spell while in the ball. If someone tries to attack the ball you can use additional 1SP to jet out some spikes form the ball to do 2d8 piercing damage to the attacker. The ball can be broken by doing “massive damage” to it.

Rain of Sand (4SP)[edit]

  • Casting time: 1 action
  • Range: Sand range/30ft radius

You shot out a high amount of your sand in the air that pounds down in a 30ft radius, dealing damage to every creature in the area and making this area difficult terrain which halfs the movement of all creatures in the area. The sand in the area can be later used for the spell "Sand trap"

Level 4 spells[edit]

Sand trap (2SP)[edit]

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

The Sandbender expand in the first turn sand over the flor in the area he wants. In the second turn he can use Sand trap to roots every creature he wills in the area for 1d4 turns. The rooted creature can make a Dex. saving throw on his turn to get away but lose his turn after that. Sand trap can be used like a 1 turn spell after some spells like "Rain of Sand" or "Sand Tsunami"

Ultimate defense: Ishibi's shield (4SP)[edit]

  • Casting time: Reaction
  • Range: Self

As a reaction you can use Ultimate defense: Ishibi's shield to block any attack you want negating any damage and negative effects of the attack.


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

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