# **Class Name: Overseer** > [***Vaults of Resonance Content***](../Readme.md) 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. --- ## **Class Features** ### **Hit Points** - **Hit Dice:** 1d8 per Overseer level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Overseer level after 1st ### **Proficiencies** - **Armor:** Light armor, medium armor - **Weapons:** Simple weapons, martial weapons - **Tools:** Tinker’s tools - **Saving Throws:** Intelligence, Constitution - **Skills:** Choose two from Arcana, History, Insight, Investigation, Perception, or Survival ### **Starting Equipment** - (a) A martial weapon and a shield or (b) two simple weapons - (a) Scale mail or (b) leather armor - (a) A scholar's pack or (b) an explorer's pack - Tinker’s tools --- ### **Class Table: The Overseer** | Level | Proficiency Bonus | Features | Units Controlled | Command Points | |-------|--------------------|-----------------------------------|------------------|----------------| | 1 | +2 | Tactical Network, Constructed Ally | 1 | 2 | | 2 | +2 | Command Maneuvers, Unit Upgrades | 1 | 3 | | 3 | +2 | Overseer Archetype | 2 | 4 | | 4 | +2 | Ability Score Improvement | 2 | 5 | | 5 | +3 | Efficient Directives | 2 | 6 | | 6 | +3 | Improved Upgrades | 2 | 7 | | 7 | +3 | Tactical Dominance | 3 | 8 | | 8 | +3 | Ability Score Improvement | 3 | 9 | | 9 | +4 | Enhanced Network | 3 | 10 | | 10 | +4 | Archetype Feature | 3 | 11 | | 11 | +4 | Overclock | 4 | 12 | | 12 | +4 | Ability Score Improvement | 4 | 13 | | 13 | +5 | Multi-Unit Maneuvers | 4 | 14 | | 14 | +5 | Archetype Feature | 4 | 15 | | 15 | +5 | Master Strategist | 5 | 16 | | 16 | +5 | Ability Score Improvement | 5 | 17 | | 17 | +6 | Supreme Upgrades | 5 | 18 | | 18 | +6 | Archetype Feature | 5 | 19 | | 19 | +6 | Ability Score Improvement | 6 | 20 | | 20 | +6 | Command Perfection | 6 | 21 | --- ### **Core Mechanics** #### **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 (Dodge) if no command is issued. - **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 as a base with the following modifications: - **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 have a pool of **Command Points** that you use to issue tactical commands to your units. This pool replenishes after a long rest. - **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 units. Choose two **Command Maneuvers** from the list below. - **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 one specialization for your Overseer. Examples: - **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 may use a bonus action instead of an action to issue a command. --- #### **Unit Upgrades (6th Level)** Your allies gain significant upgrades. Choose one upgrade per ally: - **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. --- #### **Capstone: Command Perfection (20th Level)** - **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.