notes/DND/Vaults/Classes/Overseer.md
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# **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.
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## **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:** Tinkers 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
- Tinkers tools
---
### **Class Table: The Overseer**
| Level | Proficiency Bonus | Features | Units Controlled | Command Points |
|-------|--------------------|-----------------------------------|-------------------|-----------------|
| 1 | +2 | Tactical Network, Constructed Ally | 1 (Constructed Ally) | 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.
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#### **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.