Base Class: Wizard
Sans the funni bone man
Attacking
You have 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.
Shortcuts (Short Range)
Due to you having 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. 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.
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 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 level 11.
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 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 or if your speed drops to 0.
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 .
Ability Score Increase
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Advanced Teleport
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.
Shortcut (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.
Poisoned Attacks
At lvl 9, your attacks deal extra damage equal to your proficiency bonus the turn after you land an attack. This can be done multiple times per turn.
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 a 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 Begins
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BAD TIME
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, then 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 plan of existence that can't be accessed by dimensional travel, you and the creature stays in this plan 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 plan with the creature, you will then return to the same place you both were before teleportation.
SPECIAL ATTACK
at level 20, you have developed ways to fight against your worst enemies, you can only use this attack when you are with 40 Stamina 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.
Get Dunked On
At level 16, 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.
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Posted Apr 3, 2025Im lovin it
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Posted Jul 3, 2024I feel like it matches more with monk since dodging involves dexterity, being agile and a fast reaction speed and monks are good at those, personally to do a monk version just use Ki as sans points and then from there karma and sans attacks can be force if it's magic or if it's regular attacks like bones that aren't blue depending on the bone attack itself it could be slash, pierce or bludgeoning damage. It's still a good subclass overall.
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Posted Mar 4, 2024I will release the good version (fully fleshed out) soon probably lol