revamp Overseer a bit
This commit is contained in:
parent
ea64c1c184
commit
b24ebe4ebe
1 changed files with 38 additions and 44 deletions
|
@ -62,82 +62,76 @@ The **Overseer** is a tactical commander specializing in leading semi-autonomous
|
||||||
|
|
||||||
#### **Tactical Network (1st Level)**
|
#### **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
|
- **Range:** 30 feet
|
||||||
- Commands cost **Command Points** (see below).
|
- **Commands:** Commands cost **Command Points** to execute.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
#### **Constructed Ally (1st Level)**
|
#### **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.
|
- **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.
|
- **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)**
|
#### **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:
|
- **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.
|
||||||
- **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.
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
#### **Command Maneuvers (2nd Level)**
|
#### **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 + proficiency bonus + 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 + your proficiency bonus + your Intelligence modifier) or be knocked prone.
|
|
||||||
- **Intercept (1 CP):** Your ally moves to intercept an attack targeting a creature within 10 feet of it.
|
- **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)**
|
#### **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.
|
- **Field Commander:** Focuses on battlefield control and advanced maneuvers.
|
||||||
2. **Mechanist:** Enhances allies with superior upgrades and experimental tech.
|
- **Tactical Mastery (3rd Level):** Gain +2 Command Points and increase your command range to 60 feet.
|
||||||
3. **Dominion Controller:** Combines magic with constructs, granting spellcasting abilities.
|
- **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)**
|
#### **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)**
|
#### **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.
|
- **Flight Systems:** Gain a flying speed of 30 feet.
|
||||||
- **Heavy Armor Plating:** Increase your ally’s AC by 2.
|
- **Heavy Armor Plating:** Increase AC by 2.
|
||||||
- **Enhanced Offense:** Your ally’s weapon attacks deal an additional 1d8 damage.
|
- **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:
|
- **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.
|
||||||
#### **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.
|
|
||||||
|
|
Loading…
Reference in a new issue