From b24ebe4ebe5e39e863ead78ccb0ca481c5e1ed50 Mon Sep 17 00:00:00 2001 From: Merith-TK Date: Tue, 31 Dec 2024 03:14:03 +0000 Subject: [PATCH] revamp Overseer a bit --- DND/Vaults/Classes/Overseer.md | 82 ++++++++++++++++------------------ 1 file changed, 38 insertions(+), 44 deletions(-) diff --git a/DND/Vaults/Classes/Overseer.md b/DND/Vaults/Classes/Overseer.md index ec04a23..0e8e5ce 100644 --- a/DND/Vaults/Classes/Overseer.md +++ b/DND/Vaults/Classes/Overseer.md @@ -62,82 +62,76 @@ The **Overseer** is a tactical commander specializing in leading semi-autonomous #### **Tactical Network (1st Level)** -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 if no command is issued. +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. -- Range: 30 feet -- Commands cost **Command Points** (see below). +- **Range:** 30 feet +- **Commands:** Commands cost **Command Points** to execute. + +--- #### **Constructed Ally (1st Level)** -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 from the Artificer class as a base but with the following modifications: +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: -- Hit Points: Equal to 5 + five times your Overseer level. -- Your Constructed Ally levels up with you, gaining additional features and upgrades as you progress. +- **Hit Points:** Equal to 5 + five times your Overseer level. +- **Scaling:** Your Constructed Ally gains additional features and upgrades as you level up. +- **Actions:** Takes actions based on your commands, expending Command Points. + +--- #### **Command Points (1st Level)** -You start with a pool of **Command Points**, which you use to issue tactical commands to your units. This pool replenishes after a long rest. The number of points available increases as shown in the class table. +You have a pool of **Command Points** that you use to issue tactical commands to your units. This pool replenishes after a long rest. -Example Commands: - -- **Attack Command (1 CP):** Your ally attacks as a bonus action. -- **Reinforce Defense (1 CP):** Grant your ally temporary hit points equal to your Intelligence modifier + Overseer level. -- **Flanking Maneuver (2 CP):** Your ally moves without provoking opportunity attacks. +- **Regeneration:** Restore 1d4 + Intelligence modifier Command Points during a short rest. +- **Threshold:** You cannot spend more than half your level in Command Points on a single ally's turn. --- #### **Command Maneuvers (2nd Level)** -You develop specialized tactics to enhance your unit’s effectiveness. Choose two **Command Maneuvers** from the list below. You gain additional maneuvers at later levels. +You develop specialized tactics to enhance your units. Choose two **Command Maneuvers** from the list below. -Example Maneuvers: - -- **Shockwave (2 CP):** Your ally slams the ground, forcing creatures in a 10-foot radius to make a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be knocked prone. +- **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. - **Intercept (1 CP):** Your ally moves to intercept an attack targeting a creature within 10 feet of it. - ---- +- **Coordinated Strike (3 CP):** All Constructed Allies attack the same target. If at least two attacks hit, deal an additional 1d10 damage. +- **Deploy Barrier (3 CP):** Construct an energy barrier that provides half cover in a 10-foot radius for one round. #### **Overseer Archetype (3rd Level)** -Choose a specialization for your Overseer. Examples: +Choose one specialization for your Overseer. Examples: -1. **Field Commander:** Focuses on battlefield control and advanced maneuvers. -2. **Mechanist:** Enhances allies with superior upgrades and experimental tech. -3. **Dominion Controller:** Combines magic with constructs, granting spellcasting abilities. +- **Field Commander:** Focuses on battlefield control and advanced maneuvers. + - **Tactical Mastery (3rd Level):** Gain +2 Command Points and increase your command range to 60 feet. + - **Phalanx Formation (10th Level):** Allies within 10 feet gain +1 AC. + +- **Mechanist:** Enhances allies with superior upgrades and experimental tech. + - **Experimental Protocols (3rd Level):** Add a module to allies, like a flamethrower or grappling hook. + - **Modular Constructs (10th Level):** Allies can swap upgrades during a short rest. + +- **Dominion Controller:** Combines magic with constructs, granting spellcasting abilities. + - **Construct Casting (6th Level):** Allies can channel your spell slots to cast cantrips or 1st-level spells. + - **Arcane Overdrive (14th Level):** Allies gain resistance to magical damage and advantage on saving throws against spells. --- #### **Efficient Directives (5th Level)** -You can issue commands more fluidly. You can use a bonus action instead of an action to issue a command. +You can issue commands more fluidly. You may use a bonus action instead of an action to issue a command. --- #### **Unit Upgrades (6th Level)** -Your allies gain a significant upgrade. Choose one upgrade per ally from the list below: +Your allies gain significant upgrades. Choose one upgrade per ally: -- **Flight Systems:** Your ally gains a flying speed of 30 feet. -- **Heavy Armor Plating:** Increase your ally’s AC by 2. -- **Enhanced Offense:** Your ally’s weapon attacks deal an additional 1d8 damage. +- **Flight Systems:** Gain a flying speed of 30 feet. +- **Heavy Armor Plating:** Increase AC by 2. +- **Pulse Cannon:** Gain a ranged attack (30/120 feet) dealing 2d8 force damage. --- -### **Archetype Details** +#### **Capstone: Command Perfection (20th Level)** -Each archetype provides unique abilities for the Overseer and their units. For example: - -#### **Field Commander** - -- **Tactical Mastery (3rd Level):** Gain additional Command Points and increase your command range to 60 feet. -- **Phalanx Formation (10th Level):** When two or more allies are within 10 feet of each other, they gain +1 AC. - -#### **Mechanist** - -- **Experimental Protocols (3rd Level):** Add a special module to your ally, such as a grappling hook or flamethrower. -- **Advanced Upgrades (10th Level):** Allies can equip two upgrades instead of one. - -#### **Dominion Controller** - -- **Arcane Infusion (3rd Level):** Gain limited spellcasting. Your allies can cast cantrips from your spell list. -- **Empowered Constructs (10th Level):** Allies add your Intelligence modifier to their attack and damage rolls. +- **Unlimited Command:** Issue commands without expending Command Points for 1 minute (once per long rest). +- **Supreme Coordination:** When an ally scores a critical hit, all other allies gain advantage on their next attack.