Sans, 2nd Variant (5e Class)
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A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.
|This is the Pinnacle of all life|
- Quick Build
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.
As a Sans you gain the following class features.
- Hit Points
Armor: Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus)
Weapons: Sans Attacks,simple weapons
Tools: Cooking Supplies
Saving Throws: Intelligence and Dexterity
Skills: Chose 2 of Arcana, History, Intimidation ,perception, insight
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Sweet Blue jacket or (b) Pasta
- (a) Cooking Supplies or (b) More Pasta
- A Bad Time
- (a) Pasta or (b) Pasta or (c) Even More Pasta
- If you are using starting wealth, you have your background money in funds.
|1st||+2||2||N/A||Shortcuts (Short Range), Attacking, Techniques.|
|3rd||+2||3||4||Shortcuts (Medium Range)|
|4th||+2||3||5||Ability Score Improvement, dodge|
|5th||+3||4||6||Extra Attack, Totally Cheating|
|6th||+3||4||7||shortcuts ( long range ), Ability Score Increase|
|8th||+3||5||9||Ability Score Improvement|
|11th||+4||6||13||Extra Attack (2), Sans points feature|
|12th||+4||6||14||Ability Score Improvement|
|14th||+5||6||16||Get dunked on, Ability Score Increase|
|15th||+5||7||17||Extra Attack (3)|
|16th||+5||7||18||Ability Score Improvement|
|17th||+6||7||19||The real battle|
|18th||+6||8||19||A BAD TIME|
|19th||+6||8||19||Ability Score Improvement|
Shortcuts (Short Range)
Due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 1 + dexterity or intelligence modifier + half your proficiency bonus "Endurance" hit points each time you level up. As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack.
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your endurance points. the target of the attack that you defend takes no damage.
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.
You have gained the ability to attack your enemies with various weapons, from bones to lasers to manipulating gravity. You are proficient with all forms of these attacks and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.
- You can use 2 sans point to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level
Shortcuts (Medium Range)
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15 .
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.
At level 10, you become so lazy that you have effort left to spend. You you gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
At level 13, your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.
Get dunked on
You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.
The real battle
When your endurance points are over, the real battle will finally begin, your techniques will become more powerful and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, and you will be able to use your special attack, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead
A BAD TIME
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier+your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.
at 20 level, you have developed ways to fight against your worst enemies, you can only use this attack when you are with 40 hit points left or less, you will spend your action and bonus action to make your Special Attack, using all your energy, you will do 10 attacks + 20 psychic damage to obliterate the target. But only 3 of these attacks can be gaster blaster attacks. You regain use of this attack after a long rest.
These are the various cheats, uh, I mean "Techniques", that you can acquire.
- Bone Stab
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. When the real battle begins, you can spend 2 Sans points to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and don't bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw in the final of their turn.
- Blue Sight
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.
- You’d be dead where you stand
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.
- Blade Of Bad Time (Prerequisite: Bone Stab)
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.
- Bone Wall (Prerequisite: Level 3 and Bone Stab)
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack
- Sight Hacks (Prerequisite: Level 3)
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.
- Gravity Manipulation (Prerequisite: Level 5)
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn.If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.
- Bone Uprising (Prerequisite: Level 5 and Bone Stab)
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.
- Gaster Blaster (Prerequisite: Level 7)
As an attack using 1 Sans point, you can cause 4 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack.
Prerequisites. To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence
Proficiencies. When you multiclass into the Sans class, you gain the following proficiencies: Pasta