Sans, 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? 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, "Having fun?". 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 Blue 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: Choose 3 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, No hp.|
|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 )|
|8th||+3||5||9||Ability Score Improvement, Evasion|
|11th||+4||6||13||Extra Attack (2), Sans points feature|
|12th||+4||6||14||Ability Score Improvement|
|14th||+5||6||16||Get dunked on|
|16th||+5||7||18||Ability Score Improvement|
|17th||+6||7||19||The Fight for your LIFE|
|18th||+6||8||19||A BAD TIME|
|19th||+6||8||19||Ability Score Improvement, The weakest creature?|
|20th||+6||9||21||True power, Special attack, Extra Attack (3)|
You see that Hit dice? Ignore it. Your hp is 1 and WILL ALWAYS be 1 no matter what. Any bonuses to hp do not affect you unless it is an epic boon or feat, which adds to your endurance points.
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 bonus + your proficiency bonus "Endurance" Hit Points that regen on a long rest. You gain an additional 1 + dexterity modifier + half your proficiency bonus "Endurance" hit points each time you level up. 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 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 Long 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 When you take the Dodge action, 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 20.
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. 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, ANY abilities that grant half damage on a failed Dexterity saving throw and no damage on a success have no effect on your attacks.
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. Make an intelegence save, DC 15. on a success, the teleport is on target, on a failure, however, You end up teleporting in a random direction, 1d100 percent away from your chosen location.
At level 7, you gain the ability to sense the alignment of everyone around you. whenever you damage a creature with an evil alignment, you can deal extra Necrotic damage equal to double their level or challenge rating to them (minimum 1).
At level 9, all of your attacks are poisoned. At the end of your turn, each evil creature you have damaged takes damage equal to their cr/level of magical poison damage, will take this damage again at the end of of each turn, and will treat the damage as the initial damage for the damage each turn.
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into 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 20th level when the fight for your LIFE is active you can ignore this limitation.
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 14th level, you can talk your enemies into a false sense of security. 1 target makes a Charisma save, if the 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 Fight for your LIFE
When your endurance points reach 0, the real battle will finally begin. Your techniques will become more powerful, dealing extra radiant damage equal to your level. You can take the dodge action as a reaction, and you may treat any creature as evil. You have disadvantage on intimidation saves, as you are so close death's door. If you get hit, you may dodge it 1 time 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.
A BAD TIME
At level 18, Using an action, you can tell your enemies they will have a bad time. They must make a charisma saving throw against your technique save DC. On a failure, if the battle continues, for the next minute all your technique attacks will do 1d6 extra radiant damage. Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet. 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. 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 teleporting.
The weakest creature?
At 19 level, You are immune to any form of instant death or instant kill effect (e.g power word kill, divine word, etc.). You instead lose 50% of your current Endurance points when affected by these .
at 20 level, you have developed ways to fight against your worst enemies. You may gain an extra attack on your bonus action, and you may teleport a medium distance for without the limitations placed on it previously.
==== Special attack ==== Literally nothing. When you activate The Fight for your LIFE you may stun everyone on the battlefield (Including you and your allies) for up to 5 rounds straight. in that time, if anyone tries to move, the timer for this is reset. after the timer, your opponents may attack you, but not your allies, and your allies may move as normal. Once you're attacked, the effect ends.
These are the various 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 1d6 + your Intelligence Modifier of magical piercing damage. when you reach level 13, the damage increases to 1d10 + your intelligence modifier. You can spend 2 Sans points to have your bones pierce the enemy`s body, when you do so, the target makes constitution saving throw against your spell save DC, if the target fails, it takes 1d6 more magical piercing damage and starts bleeding, if it succeeds, it takes 1d6 more magical piercing damage and doesn't bleed, a creature 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 shapeshifters or illusions in your sight, however, you can not see through illusions and you do not know the true form of a shape-shifted creature. 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 creature you are looking at.
- Charming Influence
You gain proficiency and expertise in Persuasion and Insight
- 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 1d8 + 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)
As an attack using one Sans point, you can create a wall of bones that covers a 10 by 20-foot area. Any creatures inside the wall must make a dexterity saving throw or take 1d6 + your Intelligence modifier of magical 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 of magical 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 of magical Bludgeoning damage.
- 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 truesight.
- 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 of magical bludgeoning damage, half damage success save. When you reach level 13, this damage increases to 1d12 + your intelligence modifier. You can try to restrain it with you power, as described in the telekinesis spell, the person does 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. You may not throw them if you attempt this.
- 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 of magical 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.
- Gaster Blaster (Prerequisite: Level 7)
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 1d6 + your intelligence modifier radiant damage for each line that they are in. If they are hit by any of the beams. When you reach level 13, This damage increases to 2d6+int. This Counts as 2 attacks.
you may not multiclass into or out of this class.