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Commander_Xillian

Overlord

Mar 2nd, 2018
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  1. Overlord Class
  2. Bullet points:
  3. Support focus- Martial and Spellcasting archetypes. Spellless bard with Rogue capability in respective field
  4. Leader- Has a personal attaché of guards, loyal PC-controlled minions that act for them.
  5. Commander- Provides greater tactical control to the party, and at higher levels becomes strategic asset.
  6. Battle Master as a full class- Outshines Battlemaster completely, is considered far inferior in direct combat however.
  7.  
  8. Archetype - Command:
  9. Select the "archetype" that you lead, represented clearly by your Guardian. May select Supernatural, Civilized, and Monsterous.
  10.  
  11.  
  12. Hit Dice: 1d6
  13. Proficiencies:
  14. Weapons: Simple and Martial Weapons
  15. Armor: Light and Medium Armor
  16. Skills: Choose any Four
  17.  
  18. Equipment:
  19. Any two Simple Weapons OR One Martial Melee Weapon
  20. Chainmail
  21. A Dungeoneers Pack
  22. Scholars Pack OR Priests Pack
  23. A Horse (or equivalent) and Saddle
  24.  
  25. Overlord:
  26.  
  27. 1: Guardian, Command
  28. 2: Maneuvers
  29. 3: Rally
  30. 4: Ability Score Increase
  31. 5: Command Feature
  32. 6: -
  33. 7: Fellowship
  34. 8: Ability Score Increase
  35. 9: Command Feature
  36. 10: Master Tactician
  37. 11: -
  38. 12: Ability Score Increase
  39. 13: Grand Strategy
  40. 14: Command Feature
  41. 15: -
  42. 16: Ability Score Increase
  43. 17: Lordship
  44. 18: -
  45. 19: Ability Score Increase
  46. 20: The Art of War
  47.  
  48. Guardian
  49. At 1st level, you have earned the service of a devoted and loyal Guardian. Your Guardian has twice your hitpoint total and makes attacks and checks using your proficiency bonus. They are proficient with all weapons and armor, and have no proficiencies with saves. They are proficient with a single skill, gaining a new skill proficiency at levels 5, 10, 15 and 20. When you spend hit die during a short rest, you may double the result and have your Guardian gain the result as hit points. If your Guardian dies, you do not gain a new one, however the bond of loyalty and their sworn duty to you means that they can be restored to life by any spell at half value and without the need of a corpse. You gain an additional Guardian at 6, 11, and 15. If for any reason Raise Dead would otherwise fail, it will instead succeed.
  50.  
  51. Your Guardian can come in many forms, and you may work with your DM to select a creature to be your Guardian provided that all your Guardians have a combined CR equal to or less than your level. If a creature is selected that has statistics in the Monster Manual, use those statistics and abilities. Guardians gain the Extra Attack Feature, replacing the Multiattack feature if necessary, gaining an additional attack as you level.
  52.  
  53. Command
  54. At 1st Level, you assume a Command. You have taken on the leal service of your Guardian, and have laid the groundwork to further bolster your power. Chose either a Supernatural, Civilized, or Monsterous Command.
  55.  
  56. Maneuvers: See BattleMaster, more dice and they restock on a short, add more variety as well. (TO BE ADDED LATER)
  57.  
  58. Rallycry
  59. Upon reaching 3rd level your sense of danger allows you to alert your allies before an attack. You may grant your Initiative to allies (up to your wisdom modifier) with a lower initiative score than you.
  60.  
  61. Ability Score Increase
  62. At levels 4, 8, 12, 16, and 19, you may increase an ability score by 2, or two ability scores by 1.
  63.  
  64. Fellowship
  65. At level 7, you gain the command of a Fellowship of servants. They may not be creatures with a CR greater than 2, and form a Block. You gain an additional block at 11, 15, and 18. Your Fellowship can undertake any action you direct them to, though your Command dictates both the kinds of creatures and the scope of their actions. Ordering a pack of Wolves to forge weapons, for example, would be impossible.
  66.  
  67. Master Tactician
  68. At 10th level, your foresight has made you far more responsive to unexpected events. If you have less than two Maneuver dice at the beginning of Combat, you gain the difference.
  69.  
  70. Grand Strategy
  71. Beginning at 13th level, your minions have come to expect and anticipate your commands, and can react to changing situations more readily. When dispatched to a task away from your direct control, they are less likely to produce an unfavorable result, giving you advantage on any checks made for your Guardian or Fellowship to complete a task or fulfill an objective, including to checks to decide productivity. Additionally, your Fellowship may march half-again as far as normal.
  72.  
  73. Lordship
  74. At 17th level, you have become a regal figure among your society. Your Fellowship increase your prestige broadly, and you have learned the proper bearing for your station. If you are proficient in a Charisma check, you may add double your proficiency bonus to that check.
  75.  
  76. The Art of War
  77. At 20th level, you have rewritten the rules of war, and are known the world over as a master of tactics. When you make a maneuver as an action, you may make an additional maneuver that requires an action as well.
  78.  
  79. Commands
  80. You may select one of three commands, either Civilized, Monstrous, or Supernatural. Your Guardian and Fellowship are decided by your Command chosen, and are uniquely capable depending upon your Command.
  81.  
  82. Civilized
  83. A Civilized Overlord is the common Lord or Baron, a crusading Knight, or a Bandit King. Their skills are broad and multifaceted, and they are oft peerless tacticians. They are rarely any different from the men they lead physically, though hold a grit and mental fortitude uncommon to Mortal men. With time, these paragons of the Art of War become figures of legend, their names being immortalized in glorious campaigns and crusades.
  84.  
  85. Master of Mortals
  86. Beginning at first level, your ability to command others extends to the civilized races, such as Humans, Elves, and Dwarves. Your Guardians are versatile and capable, and can represent you in your absence. Your Fellowship are mortal creatures which require upkeep, though are capable of not only working the land at your command but also of engaging in industry. Additionally, while loyal to you, they are free-willed and can pursue other interests, usually to further your designs, without need of your oversight.
  87.  
  88. Master and Commander
  89. When you take this Command at 1st Level, you become proficient in Persuasion and Insight if you are not already, and add double your proficiency bonus when you make checks with them. If you are already proficient, you may instead become proficient in History, Deception, Religion, Nature, Medicine, or intimidation.
  90.  
  91. Stand Together
  92. At 5th level, your aptitude for large-scale confrontations has reached such a level that you can fluently issue sweeping commands. When a Maneuver would affect an ally, you may have it affect all of your allies instead.
  93.  
  94. Band of Brothers
  95. When you reach 9th level, you have become a father to your men. You gain a flattering and somewhat endearing, if unprofessional, nickname associated with a striking trait. If your Fellowship would rout, they will instead fall back and surround you. They will fight near to the death to protect you. In addition, all allies that can see or hear you have advantage on saves against mind-affecting effects.
  96.  
  97. Paragon of Civilization
  98. At 14th level, you are the ideal master of those who would champion civilization and promote order. As a Reaction, you may have an ally use one of the maneuvers you know, spending a die as normal.
  99.  
  100.  
  101. Monstrous
  102. A Monstrous Overlord has little patience for the gentle study of their civilized counterparts. Orcish Warlords, Wild Beastmasters, and Barbarian Kings all take up the mantle of the Monstrous Overlord. Where others may rely entirely upon their mind, a Monstrous Overlord will often times pair it with strong muscle and a ferocity rarely seen in the more keen commanders of the world. Looked down upon and derided, a Monstrous Overlord need only look at the fear in their enemies eyes to see such mockery for the hollow bravado it is.
  103.  
  104. Master of the Wild
  105. Beginning at first level, you harbor a savage soul trapped within a frail body possessed of a cunning mind. While you may never be as ferocious as your servants, they clearly know you as kin. Trolls, Orcs, Wildmen, and even wild Beasts heed your commands. Your Guardians are strong and savage, attacking first and last, and your fellowship live not upon land held, but over the ruins of those you conquer. While they cannot engage in industry, they are more easily replenished if depleted, and can make up the difference in their costs to support through a more aggressive nature.
  106.  
  107. Kindred Savages
  108. When you choose this Command at 1st level, you gain 2 hit points. When you gain hitpoints by taking a level in this class, you gain an additional 2 hitpoints. This additional health is added before calculating the hitpoints of your Guardians.
  109.  
  110. Extra Attack
  111. At 5th level, when you make the Attack action, you may attack twice.
  112.  
  113. Raving Horde
  114. When you reach 9th Level, you may call upon a true horde of your Fellowship. Within 24 hours, your Fellowship will double in size, as will the requirements to support it. It also receives a -2 to all Morale or Fear checks. While the Horde is called, it will remain so long as it is kept busy. If your Fellowship is tasked to work land or produce goods, the Horde will disperse. You cannot call another Horde until the previous Horde has dispersed. The size of your Horde increases from Double to Triple your Fellowships size when you reach 18th level.
  115.  
  116. Paragon of Monsters
  117. At 14th level, all who live as beasts know your mark, even if they do not speak and your passions run wild as one. Once per long rest you may enter a Barbarian rage as if level one, and your Fellowships and Guardians also enter the rage if they can see and hear you.
  118.  
  119.  
  120. Supernatural
  121. A supernatural Overlord eschews the mundane world, hating that which only lives briefly in favor of an eternal power; to command the heavens and hells themselves. Known as Demoniacs, Heralds, Lich Lords, and Briarhearts, these special Overlords gain a taste of the arcane to supplement their coordination of their underlings, who likewise are of a power beyond mortals.
  122.  
  123. Master of the Mysterious
  124. Beginning at first level, your hand extends beyond the veil of the tangible, and you hold the scepter to command things beyond the normal. Your Guardian is truly eternal, forever sworn to you and returning again and again to act as your agent. Your Fellowship are lesser creatures compared to them, yet are equally supernatural. Requiring no upkeep and easily replenished, they are selectively loyal and follow no orders but your own, making them unsuitable for remote actions, and your Guardians hold no sway over them, even in your stead.
  125.  
  126. Taste of the Beyond
  127. When you take this Command at first level, pick either Cleric, Druid, or Wizard. You gain access to their spells, using Wisdom as your spell casting ability score, with the exception of Wizard, which uses Intelligence. (1/3rd casting, favor conj and div)
  128.  
  129. Split Focus
  130. At 5th level, so skilled are you at command that if you cast a spell as an action, you may also use a Manuevers that requires an action as a bonus action instead if it affects a target other than yourself.
  131.  
  132. Otherworldly
  133. Beginning at 9th level, you begin to pull away from the mortal world and join your Guardians and Fellowship. You take on the physical traits of them, as well as draw closer in affinity to them. You learn a 5th level spell from your chosen spell list, and may cast it once per long rest. At 18th level, this increases to two 5th level spells, and you may cast either of them interchangeably, to a maximum of twice per long rest.
  134.  
  135. Paragon of the Beyond
  136. At 14th level, your call beyond mortal realms has cemented your place for all time as a master of things unknowable. You may, spending one day a week for six months and using 3500 gp in precious resources, create a nexus from which you may instantly draw upon fresh reinforcements. You may replenish your Fellowship fully from this Nexus. If your Nexus is ever destroyed, any Fellowship drawn from it instantly vanish.
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