Mary Sue (5e Class)
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A dungeoneering team ventures forth into the dungeon, unaware of what challenges await them. They are tried to the extent of their abilities, but when they come along one challenge none can pass, they are confounded by what to do. Then, out of seemingly nowhere, a stranger with a strange presence appears before them; how strange this is. The stranger comes up to the challenge, this being an intricate lock, and almost instantly unlock it, without any prior knowledge of how to do so anyway. Everyone instantly loves and respects this stranger that they just met for no good reason; everyone except one guy, who isn't really getting a good vibe on this person. Moments later, a giant boulder, that was not in existence before, falls and crushes the guy who didn't like the stranger. No one cares because he was against this absolutely infallible stranger.
Who is this stranger? The Mary Sue, that's who.
Creating a Mary Sue
When creating a Mary Sue, you need to ask yourself these questions.
1: "Do I want to suck the fun out of D&D for everyone else?"
2: "Do I like being the center of attention ALL the time?"
3: "Would I mind selling my soul & honor to allow myself to create an abomination?"
If you answered yes to these questions, you are already on the road to Sue-dom. Mary Sues are usually self inserts of the creators, or are 'Special Snowflakes'. They often times have complex and convoluted backstories that allow them to do anything they want (Or at least, that is what the creator thinks). They have some very differing personalities, but we will talk about that at the subclass section. If there is one core trait at the heart of all Mary Sues, it is to not grow in character throughout the adventure at all.
- Quick Build
You can make a Mary Sue quickly by following these suggestions. First, literally everything should be your highest ability score; if you have any number other than a 20 for your starting scores, add something to the backstory that will make it a 20 (cheater). Second, choose any background, as long as you make it long, trite, and convoluted. Third, choose a weapon that isn't readily available in your setting (e.g., a chainsaw in a medieval setting). Be sure to give it appropriate stats.
As a Mary Sue you gain the following class features.
- Hit Points
Armor: If the armor is 'unusual' or 'unique' in the setting, you are proficient with it.
Weapons: If the weapon is 'unusual' or 'unique' in the setting, you are proficient with it.
Saving Throws: Charisma, Intelligence, Strength
Skills: You become proficient in skills the first time you encounter a check that requires it.
You start with the following equipment, in addition to the equipment granted by your background:
- A dungeoneer's pack. Most of your stuff will come from your background.
|Features||Spells Known||9th||—Spell Slots per Spell Level—|
|1st||+2||Power-o'-Plot, Deus Ex Machina,||2||—||—||—||—||—|
|2nd||+2||I Can't Go On, I Will Go On||3||—||2||—||—||—||—|
|4th||+2||Ability Score Improvement||5||—||3||—||—||—||—|
|5th||+3||No, You Won't||6||—||4||2||—||—||—|
|8th||+3||Ability Score Improvement||9||—||4||3||—||—||—|
|10th||+4||The Sue Effect||11||—||4||3||2||—||—|
|12th||+4||Ability Score Improvement||12||—||4||3||3||—||—|
|14th||+5||Ever So Meta||13||—||4||3||3||1||—|
|15th||+5||Appeal For Power||14||—||4||3||3||2||—|
|16th||+5||Ability Score Improvement||14||—||4||3||3||2||—|
|17th||+6||Anything You Can Do||15||—||4||3||3||3||1|
|19th||+6||Ability Score Improvement||15||1||4||3||3||3||2|
|20th||+6||The Sue Phenomena||15||1||4||3||3||3||2|
You are a spellcaster because, of course you are! The magical energies are your blood, you breathe the arcane, and some people might even think that your very existence is the Weave, in spite of what Stacy thinks, she is just an ugly jerk that no one loves, that's because she is so jelous of you.
- SPELL SLOTS
The Mary Sue table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Mary Sue 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. Of course, that's just a suggestion and if you want to use one or two more slots than you have, no one will be mad.
- SPELLS KNOWN AT FIRST LEVEL AND HIGHER
You know two 1st-level spells of your choice from the Mary Sue spell list. The Spells Known column of the Mary Sue table shows when you learn more Mary Sue spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose any number of the Mary Sue spells you know and replace it with that same number of spells from the Mary Sue spell list, which also must be of a level for which you have spell slots. No. Why we must always do what someone says?! You can select one spell that's one number higher than your highest available spell slot.
- SPELLCASTING ABILITY
Charisma is your spellcasting ability for your Mary Sue spells (but since you are perfect in every way, you may as well use any other stat to cast), since the power of your magic relies on your ability to project your will into the world. 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 Mary Sue spell you cast and when making an attack roll with one.
Spell save DC = 10 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier + 2
- SPELLCASTING FOCUS
You can use the trinket as your spellcasting focus for your Mary Sue spells.
With your first steps into Suedom, you have to start acting like a Sue, and that means making absolutely everything revolve around your character, even if it logically would not. Every time you steal the spotlight, you gain temporary stat increases that can go above the regular 20. These stat increases are 1 for every Mary Sue level you have. And last for 10 minutes. Multiple of these benefits can happen at once.
Ability Score Increase
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. But since you are already technically perfect, just make your weapon even more obnoxious. Add another damage die to the total output of the weapon you have, and make it look aesthetically cooler. Do this every time you would increase your score.
Deus Ex Machina
Once per day, you can alter the world around you to your gain.
At 1st lvl, you can find minor items that will help you. At 10th lvl, you find items that can moderately help on your current quest At 20th lvl, you find items that can finish your current quest almost immediately
I Can't Go On, I Will Go On
Even in your darkest moments you remember that it doesn't matter how bad reality is, they are wrong and your are right. At level 2, once per day, if you have at least one level of exhaustion, you lose one level of exhaustion.
Your Sue has grown even more cancerous, and has devolved into one of three subclasses of Sues. See them further below, at level 3, you can pick the one your Sue most fits.
No, You Won't
An enemy is trying to ruin your fun, you simply can't let that happen. At level 5, when another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 2d4 and apply the number rolled penalty to the creature’s roll.
Your garbage personality somehow makes you irresistible to others. At level 6, when talking with NPCs, regardless of their personality, they must make a DC 15 Wisdom Saving throw, or be charmed by you for 24 hours.
At level 9, whenever you meet new enemies, you must talk about yourself. You deal 1d8 Psychic damage plus your Charisma, and an additional bonus equal to the amount of rounds you have been talking. This damage Increases to 2d8 at 14th level, and 3d8 at 20th.
The Sue Effect
People who you don't like, or are mean to you, are more likely to die. When you are level 10, you can reduce the amount of death saving throws they are allowed by one. The effect wears off if you start liking them, or they are nice to you.
Just to erase the very little tension that the story might have left, at level 11, for each natural 20 you roll in the day, you can substitute one of your rolls with an automatic 20.
At level 13, you will always hit people and monsters who have ideals other than your own unless you roll a natural 1.
Ever So Meta
Due to how your character is a self insert, at level 14, your character will know everything you know as well.
Appeal For Power
At level 15, once a day, you may complain at your DM that these stats don't represent your amazing character, and argue that they need another d4, d6, or d8 of damage. DM + Friends must make a Wisdom save in order to realize that you are in fact a whiny brat who is ruining the game for everyone. The DC for the roll increases if using a smaller die. If they don't save, you get the extra damage. If they do, you are kicked out for the rest of the session. Every 4 Sue levels will add another session to the amount of sessions you are kicked from.
Anything You Can Do
At level 17, When an ally performs ANY attack, you may use a bonus action to repeat exactly what they just did, but with an additional d6 of damage added on to how much they got.
The Sue Phenomena
Anyone who doesn't like you is basically signing their death warrant. At level 20, you can reduce the amount of death saving throws they are allowed by two, have disadvantage on death saving throws, gain vulnerability 5 to everything, take twice the amount of damage from you, and will not have a happy ending even if they somehow manage to survive.
Do you want to have the sympathy of everyone for some horrible occurrence that doesn't really have any affect you? If so, the Victim Sue is for you. Victim Sues are usually given the business from the world, but no matter how much their body gets broken, they don't get any worse in combat. In fact, they might even get better.
- Pity Me!!
At level 3, enemies can sense your Victimization and feel bad for you they must make a wisdom saving throw to attack you. If they fail their turn ends if they succeed attack as normal. Attacker may reroll on every attack. If you would get caught in an AoE affect they must make the throw to use it.
- Safe Space
At level 7, Whenever someone disagrees with you, you go back to your safe space, where everything is good and free of any judgement that might threat your selfsteem. Once per long rest you can cast the Globe Of Invulnerability spell with no components without using a spell slot.
They are mean to you, but they are not hurting you, they only make you stronger. At level 14, when you recive damage, you heal up at the beginning of your next turn. The amount that you heal is equal to your Mary Sue level.
This subclass is for Sues who have an angry side. When I say 'angry side', I mean 'their entire personality is basically being ticked off at everything for little reason'. They are exceptional at combat situations, but are quite terrible to have around because they are so aggressive. Most likely to go crazy and kill the party for flimsy reasons.
- Flames of Anger
Your aggressive nature has lead you to become a literal hot head. Beginning at level 3, all your attacks are fueled with anger dealing an additional d8 of fire damage.
- NOW I'M REALLY MAD!!
Your anger has surpassed normal levels. At level 7, you are now proficient in Intimidation. You may double you proficiency when using this skill. Your Fire has upgraded to 2d8
- UGH! I HATE YOU!!
Your anger has reached new heights. Nobody can with stand the flames of your anger. At level 14, nothing is immune or resistant to your fire. Your additional fire damage is now 3d8.
As a 'Special' Sue, you are somehow integral to the story, regardless of whether or not you have asked your DM about this. It doesn't really matter what it is. All that matters is that the story is now dependent on you surviving until the end.
- "Haha! You missed!"
You have gained the inexplicable ability to defy the odds when in precarious positions. At level 3, you have advantage on all saving throws. Once per long rest, you can choose to automatically succeed on one save before rolling on it.
- "You will not stop me!"
Your drive towards your goal propels you through the pain. At level 7, once per short rest, after being told the damage that you receive, you can choose to negate all of it.
- "We are with you!"
The fates will not let the evil of this world keep you from your task! At level 14, you automatically succeed all death saving throws and can only be killed by an effect that explicitly states that it kills you or by instant death as defined in the Player's Handbook. In the unlikely event that you do die, your nearest ally is stricken with grief and prepares to sacrifice everything to aid you. They must make a Wisdom save or they commit suicide. The power of their actions is enough to bring you back to life and return you to max health.
Mary Sue Spell List
- 1st Level
Armor of Agathys
- 2nd Level
Crown of Madness
Gust of Wind
- 3rd Level
- 4th Level
Aura of Purity
Evard's Black Tentacles
- 5th Level
Circle of Power
- 6th Level
- 9th Level
Power Word Heal
Power Word Kill
Storm of Vengeance
Prerequisites. To qualify for multiclassing into the Mary Sue class, you must meet these prerequisites: None. When you multiclass into the Mary Sue class, all of your ability scores become 20, unless they were already higher.
Proficiencies. When you multiclass into the Mary Sue class, you gain the following proficiencies: everything.