Sans The Skeleton
You have made a pact with (possibly) one of the weakest creatures in existence: Sans. Other people would think you are crazy and that doesn't make any Sans. But you don't. You have discovered the secrets of the underworld... or underdark. You know that your patron is something more. More than just a regular creature. He knows something. Something that is from another world. And you will do anything to know those secrets.
Expanded Spell List
Sans The Skeleton lets you choose from an expended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Sans The Skeleton Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | dissonant whispers, Tasha's hideous laughter |
| 2nd | levitate, spike growth |
| 3rd | lightning bolt, blink |
| 4th | arcane eye, Mordekainen's private sanctum |
| 5th | Bigby's hand, Steel wind strike |
You Think I'm Just Gonna Stand There?
Starting at 1st level, you gain the swiftness and agility of Sans The Skeleton. When you are attacked by the a creature you can see, you can use your reaction to impose disadvantage on the attack roll. Regardless of the outcome of the attack, you can teleport to an unoccupied space you can see within 10 feet of you.
You can use this feature a number of times equal to your Charisma modifier. You gain all expended uses back when you finish a long rest.
Karma
You learn to punish others for the terrible things they do.
When a creature you can see within 60 feet of you damages one of your allies, you can curse them. That creature gets 1 Karma. Whenever that creature deals damage to you or one of your allies, they get 1 Karma. At the start of their next turn, they take 1d10 necrotic damage for each Karma they have. Then this effect ends.
Once you use this feature, you can't use it again until you finish a short or long rest.
Blue Soul
Starting from 10th level you can grab people by their souls and drag them around like ragdolls.
Choose a creature you can see within 30 feet of you. As an action you can move that creature 30 feet in a straight line in any direction. If the creature hits a solid surface it takes 3d6 bludgeoning damage. That creature must also make a Charisma saving throw. On a success, the effect ends on the creature.
On a fail, the creature is restrained for 1 minute. On your following turns you can move that creature as specified above. On each of its turns, the creature can repeat the saving throw. If it succeeds, or if you move the creature more than 100 feet away from you, or you use your action to do something else, the effect ends on the creature. You can also end it as a bonus action.
Once you use this feature, you can't use it again until you finish a long rest.
They're Gonna Have A Bad Time
You always wondered why people never use their strongest attack first. At the start of your first turn during combat, choose a number of creatures you can see within 60 feet of you equal to or less than your Charisma modifier. Those creatures must make a dexterity saving throw. On a fail they take 2d10 necrotic damage and their speed is halved on their next turn, as bones appear on the ground wherever they step.
Once you use this feature, you can't use it again until you finish a short or long rest.
Eldritch Invocations
Gaster Blaster
Prerequisite: eldritch blast cantrip