revamp Overseer a bit

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Merith-TK 2024-12-31 03:14:03 +00:00
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@ -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.
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#### **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.
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#### **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.
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#### **Command Maneuvers (2nd Level)** #### **Command Maneuvers (2nd Level)**
You develop specialized tactics to enhance your units 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.
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#### **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.
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#### **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 allys AC by 2. - **Heavy Armor Plating:** Increase AC by 2.
- **Enhanced Offense:** Your allys weapon attacks deal an additional 1d8 damage. - **Pulse Cannon:** Gain a ranged attack (30/120 feet) dealing 2d8 force damage.
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### **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.