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DND/TheVault/Classes/Overseer.md
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DND/TheVault/Classes/Overseer.md
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# **Class Name: Overseer**
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> [***Vaults of Resonance Content***](../Readme.md)
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The **Overseer** is a tactical commander specializing in leading semi-autonomous constructs called **Control Units** in battle. They use their expertise to manage and enhance their units, creating a flexible and adaptive force on the battlefield.
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---
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## **Class Features**
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### **Hit Points**
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- **Hit Dice:** 1d8 per Overseer level
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- **Hit Points at 1st Level:** 8 + your Constitution modifier
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- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Overseer level after 1st
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### **Proficiencies**
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- **Armor:** Light armor, medium armor
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- **Weapons:** Simple weapons, martial weapons
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- **Tools:** Tinker’s tools
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- **Saving Throws:** Intelligence, Constitution
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- **Skills:** Choose two from Arcana, History, Insight, Investigation, Perception, or Survival
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### **Starting Equipment**
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- (a) A martial weapon and a shield or (b) two simple weapons
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- (a) Scale mail or (b) leather armor
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- (a) A scholar's pack or (b) an explorer's pack
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- Tinker’s tools
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---
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### **Class Table: The Overseer**
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| Level | Proficiency Bonus | Features | Units Controlled | Command Points |
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|-------|--------------------|-----------------------------------|-------------------|-----------------|
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| 1 | +2 | Tactical Network, Constructed Ally | 1 (Constructed Ally) | 2 |
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| 2 | +2 | Command Maneuvers, Unit Upgrades | 1 | 3 |
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| 3 | +2 | Overseer Archetype | 2 | 4 |
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| 4 | +2 | Ability Score Improvement | 2 | 5 |
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| 5 | +3 | Efficient Directives | 2 | 6 |
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| 6 | +3 | Improved Upgrades | 2 | 7 |
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| 7 | +3 | Tactical Dominance | 3 | 8 |
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| 8 | +3 | Ability Score Improvement | 3 | 9 |
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| 9 | +4 | Enhanced Network | 3 | 10 |
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| 10 | +4 | Archetype Feature | 3 | 11 |
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| 11 | +4 | Overclock | 4 | 12 |
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| 12 | +4 | Ability Score Improvement | 4 | 13 |
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| 13 | +5 | Multi-Unit Maneuvers | 4 | 14 |
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| 14 | +5 | Archetype Feature | 4 | 15 |
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| 15 | +5 | Master Strategist | 5 | 16 |
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| 16 | +5 | Ability Score Improvement | 5 | 17 |
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| 17 | +6 | Supreme Upgrades | 5 | 18 |
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| 18 | +6 | Archetype Feature | 5 | 19 |
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| 19 | +6 | Ability Score Improvement | 6 | 20 |
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| 20 | +6 | Command Perfection | 6 | 21 |
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---
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### **Core Mechanics**
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#### **Tactical Network (1st Level)**
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You establish a mental link with your **Constructed Ally**, enabling seamless coordination. Your ally acts on your turn, taking actions based on your commands. The ally defaults to a defensive stance (Dodge) if no command is issued.
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- **Range:** 30 feet
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- **Commands:** Commands cost **Command Points** to execute.
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---
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#### **Constructed Ally (1st Level)**
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At 1st level, you gain a Constructed Ally, a semi-autonomous construct that serves as your companion in combat. Use the **Steel Defender** stat block as a base with the following modifications:
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- **Hit Points:** Equal to 5 + five times your Overseer level.
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- **Scaling:** Your Constructed Ally gains additional features and upgrades as you level up.
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- **Actions:** Takes actions based on your commands, expending Command Points.
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---
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#### **Command Points (1st Level)**
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You have a pool of **Command Points** that you use to issue tactical commands to your units. This pool replenishes after a long rest.
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- **Regeneration:** Restore 1d4 + Intelligence modifier Command Points during a short rest.
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- **Threshold:** You cannot spend more than half your level in Command Points on a single ally's turn.
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---
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#### **Command Maneuvers (2nd Level)**
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You develop specialized tactics to enhance your units. Choose two **Command Maneuvers** from the list below.
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- **Shockwave (2 CP):** Your ally slams the ground, forcing creatures in a 10-foot radius to make a Strength saving throw (DC = 8 + proficiency bonus + Intelligence modifier) or be knocked prone.
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- **Intercept (1 CP):** Your ally moves to intercept an attack targeting a creature within 10 feet of it.
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- **Coordinated Strike (3 CP):** All Constructed Allies attack the same target. If at least two attacks hit, deal an additional 1d10 damage.
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- **Deploy Barrier (3 CP):** Construct an energy barrier that provides half cover in a 10-foot radius for one round.
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#### **Overseer Archetype (3rd Level)**
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Choose one specialization for your Overseer. Examples:
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- **Field Commander:** Focuses on battlefield control and advanced maneuvers.
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- **Tactical Mastery (3rd Level):** Gain +2 Command Points and increase your command range to 60 feet.
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- **Phalanx Formation (10th Level):** Allies within 10 feet gain +1 AC.
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- **Mechanist:** Enhances allies with superior upgrades and experimental tech.
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- **Experimental Protocols (3rd Level):** Add a module to allies, like a flamethrower or grappling hook.
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- **Modular Constructs (10th Level):** Allies can swap upgrades during a short rest.
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- **Dominion Controller:** Combines magic with constructs, granting spellcasting abilities.
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- **Construct Casting (6th Level):** Allies can channel your spell slots to cast cantrips or 1st-level spells.
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- **Arcane Overdrive (14th Level):** Allies gain resistance to magical damage and advantage on saving throws against spells.
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---
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#### **Efficient Directives (5th Level)**
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You can issue commands more fluidly. You may use a bonus action instead of an action to issue a command.
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---
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#### **Unit Upgrades (6th Level)**
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Your allies gain significant upgrades. Choose one upgrade per ally:
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- **Flight Systems:** Gain a flying speed of 30 feet.
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- **Heavy Armor Plating:** Increase AC by 2.
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- **Pulse Cannon:** Gain a ranged attack (30/120 feet) dealing 2d8 force damage.
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---
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#### **Capstone: Command Perfection (20th Level)**
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- **Unlimited Command:** Issue commands without expending Command Points for 1 minute (once per long rest).
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- **Supreme Coordination:** When an ally scores a critical hit, all other allies gain advantage on their next attack.
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DND/TheVault/Classes/Overseer.notes.md
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DND/TheVault/Classes/Overseer.notes.md
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# **The Overseer Class Overview**
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> [***Vaults of Resonance Content***](../Readme.md)
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> AI Generated short-notes.
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The **Overseer** is a tactical commander who leads **Constructed Allies** (semi-autonomous constructs) in battle, using their expertise to coordinate and enhance their units. They specialize in battlefield control, unit upgrades, and strategic command maneuvers.
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## **Core Mechanics**
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- **Constructed Ally (Level 1):** You gain a semi-autonomous construct companion (based on the **Steel Defender** stat block). Your ally grows stronger as you level up.
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- **Tactical Network (Level 1):** Establish a mental link to command your **Constructed Ally**. The ally acts on your turn, using Command Points to perform actions.
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- **Command Points (Level 1):** You have a pool of points to issue tactical commands (like maneuvers) to your units. They regenerate on a long rest.
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- **Command Maneuvers (Level 2):** Choose from a list of maneuvers to enhance your units (e.g., **Shockwave**, **Intercept**, **Coordinated Strike**).
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## **Class Progression**
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- **Level 3 - Overseer Archetype:** Choose a specialization (e.g., **Field Commander**, **Mechanist**, **Dominion Controller**) that shapes your playstyle.
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- **Level 5 - Efficient Directives:** Issue commands as a bonus action.
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- **Level 6 - Unit Upgrades:** Select an upgrade for your allies (e.g., **Flight Systems**, **Heavy Armor Plating**, **Pulse Cannon**).
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- **Level 10 - Archetype Feature:** Gain additional features tied to your chosen archetype.
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- **Level 11 - Overclock:** Temporarily boost your Constructed Ally’s power.
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- **Level 13 - Multi-Unit Maneuvers:** Command multiple units at once and issue complex maneuvers.
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- **Level 15 - Master Strategist:** Enhance your tactical abilities, improving battlefield control and synergy between units.
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- **Level 17 - Supreme Upgrades:** Maximize the power of your upgrades.
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- **Level 20 - Command Perfection:** Issue unlimited commands for 1 minute once per long rest and gain perfect coordination with your allies (e.g., advantage on attacks after a critical hit).
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## **Key Features**
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- **Constructed Ally:** A reliable combat companion that grows with you.
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- **Command Points & Tactical Commands:** Spend Command Points to issue commands, with a growing number as you level up.
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- **Archetype Specializations:** Customize your Overseer to focus on battlefield control, technological enhancements, or magical constructs.
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- **Unit Upgrades:** Make your Constructed Allies stronger with upgrades like armor, flight, or ranged attacks.
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- **Strategic Maneuvers:** Use your Command Points to issue various battlefield maneuvers, like knockbacks or coordinated strikes.
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---
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In essence, the **Overseer** is a **battlefield tactician** who thrives on managing multiple constructs and directing them through a combination of tactical maneuvers, strategic upgrades, and command abilities. They grow in power by improving their control over units and fine-tuning their commands for maximum efficiency.
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