Sans, 2nd Variant (5e Class)
From D&D Wiki
|
Author's note
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.
Creating Sans
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.
Class Features
As a Sans you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Sans level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sans level after 1st
- Proficiencies
Armor: Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields
Weapons: Sans Attacks, simple and martial weapons
Tools: Cooking Supplies
Saving Throws: Intelligence and Dexterity
Skills: Chose 2 of Arcana, History, Intimidation, perception, insight
- Equipment
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.
Level | Proficiency Bonus |
Techniques | Sans Points | Features |
---|---|---|---|---|
1st | +2 | 2 | N/A | Shortcuts (Short Range), Attacks, Techniques |
2nd | +2 | 2 | 3 | Sans Points |
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 ) |
7th | +3 | 5 | 8 | Karma Control |
8th | +3 | 5 | 9 | Ability Score Improvement |
9th | +4 | 5 | 10 | — |
10th | +4 | 5 | 12 | Lazy bones, Ability Score Improvement |
11th | +4 | 6 | 13 | Extra Attack (2), Sans points feature |
12th | +4 | 6 | 14 | Ability Score Improvement |
13th | +5 | 6 | 15 | Combo attacks |
14th | +5 | 6 | 16 | Get dunked on |
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, Dodging master |
20th | +6 | 9 | 21 | True Power |
Shortcuts (Short Range)
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain your dexterity or intelligence modifier "Endurance" Hit Points that regenerate on a long rest. You gain an additional dexterity or intelligence modifier "Endurance" hit points each time you level up. If your proficiency bonus increases, then you may increase your endurance hit points the same amount (for example, if you have a bonus of 2, and you level up and gain a bonus of 3, you add 1 endurance hit point per previous level). 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. 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. If magic missile is cast at you, you are able to use 1 reaction and 3 Endurance points to doge all missiles.
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your hit points. the target of the attack that you defend takes no damage. this cannot be used on spells with a radius like fireball, or spells that target a specific person, like charm person, but can be used on any spells with a line or cone effect.
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.
Attacks
at first level, you have gained the ability to use specific techniques, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. 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.
Techniques
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.
Sans Points
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 points 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.
Dodge
At level 4, you can focus entirely on avoiding attacks. You can take the Dodge action as a bonus action, but you cannot attack during it.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.
Extra Attack
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
Advanced Teleports
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.
shortcuts, (long range)
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.
Karma Control
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.
Lazy bones
At level 10, you become so lazy that you have effort left to spend. 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.
Combo attacks
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
At level 14, 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
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful, dealing extra radiant damage equal to your level. 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, 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 Control everything on this plane(but it cant do damage but inflict pain in your enemy), you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus 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.
Dodging master
At level 19, If you get hit, you may dodge it and fall asleep, being given the Unconsious condition for 8 hours, or the incapacitated condition if you are immune for the same length of time. You are able to be woken up by an ally while you are unconscious. You may use this feature once per long rest.
True Power
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.
Techniques
- 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. you can spend 1 sans point 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 doesnt bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw at the end 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 2 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. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced
- Kind of hard to give it my all. (Prerequisite: Level 7)
As a reaction, you spend 2 sans points and can remove a condition you have.
Multiclassing
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
Back to Main Page → 5e Homebrew → Classes