Base Class: Rogue
Use bones and Gaster blasters to damage opponents
Bones
Bones(s) - Attack one target within 120 feet and make a ranged attack using intelligence modifier, sending multiple bones to flying towards them. If it hist, deal 1d8 + intelligence modifier piercing damage. When reaching level 13, damage increases to 2d8 + intelligence modifier. When "the real battle begins" can spend 2 tem tokens to pierce more bones into the enemy's body. The target will need to pass a constitution saving throw against the spell. If it fails, take 1d6 extra damage and attack applys bleeding. If it passes the throw, take 1d6 extra damage and don't bleed. Bleeding causes 1d4 damage on their turn start.n.
Blade of the Judge
Blade of the Judge(v,s) - Make a blade of bones and magic which sans is automatically proficient with. Deals 1d10 + intelligence modifier on a hit. When level 13, the damage will increase to 1d12 + intelligence modifier of force damage. Range of 5 feet.r.
Bone Wall
Bone wall(s) - An attack using one tem token, create a wall of bones that move across a 10 by 20 foot area. Any creature inside the wall will make a dexterity saving throw and take 1d6 + intelligence modifier bludgeoning damage, half on a successful save. The wall will stay there until the end of your next turn, and any creature that begins their turn inside the wall muyst take another dexterity saving throw or take 1d6 + intelligence modifier bludgeoning damage, half on a successful save. When level 13 the damage is increased to 2d6 + intelligence modifier bludgeoning damage. "when the real battle begins", cast 2 bone walls in 1 attack. "when the battle begins" is usable as an attack.
Gravity Manipulation
Gravity manipulation(v,s) - Cost 1 token. Throw an opponent 30 feet in any direction. If they hit something, the must make a dexterity saving throw or take 1d6 + intelligence modifier bludgeoning damage and fall prone, half damage and no prone on save. When level 13, damage increases to 1d10 + intelligence modifier. "When the real battle begins" attempt to restrain target. Target must make a strength saving throw, if it passes, it is not restrainted, if it fails, the target is restrained and can repeat the saving throw in the beginning of its turn.
Bone Grave
Bone Grave(v,s) - Chose a 5 by 5 area. All creatures within that area must make a dexterity saving throw or take 1d10 + intelligence modifier piercing damage or half on a success as bones shoot up from the ground. At level 13, the damage increases to 1d12 + intelligence modifier. "When the real battle begins" if they fail the saving throw, can use one tem token to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature can make strength saving throws to escape the bones on each of its turn til its free.