# **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 if no command is issued. - Range: 30 feet - Commands cost **Command Points** (see below). #### **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: - 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. #### **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. 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. --- #### **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. 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. - **Intercept (1 CP):** Your ally moves to intercept an attack targeting a creature within 10 feet of it. --- #### **Overseer Archetype (3rd Level)** Choose a 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. --- #### **Efficient Directives (5th Level)** You can issue commands more fluidly. You can 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: - **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. --- ### **Archetype Details** 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.