You are an individual of singular genius, ambition, or cruelty, and you believe that this extraordinary quality elevates you above other weak-willed or weak-minded creatures. Horrified by the thought of living out a quiet or humble existence, you are driven to adventure by the desire for limitless wealth or power, usually in service to your grand vision for the world. Others may accuse you of madness or tyranny (or both), but they are simply too blind to see that your quest for world domination is for their own good.
- Skill Proficiencies: Intimidation, plus your choice of Athletics, Arcana, or Religion.
- Languages: Two of your choice
- Equipment: A set of fine clothes with exaggerated shoulder pads or collar, the skull of a deceased advisor or underling, a whip, and a pouch containing 10 gp
To determine the aim of your evil scheme, roll a d8 or choose from the options in the table below.
| d8 | Evil Scheme |
|---|---|
| 1 | Immortality: (d4) 1=acquire a legendary item to prolong life, 2=ascend to godhood, 3=become undead or obtain a younger body, 4=steal a planar creature's essence. |
| 2 | Influence: (d4) 1=seize a position of power or title, 2=win a contest or tournament, 3=win favor with a powerful individual, 4=place a pawn in a position of power. |
| 3 | Magic: (d6) 1=obtain an ancient artifact, 2=build a construct or magical device, 3=carry out a deity's wishes, 4=offer sacrifices to a deity, 5=contact a lost deity or power, 6=open a gate to another world. |
| 4 | Mayhem: (d6) 1=fulfill an apocalyptic prophecy, 2=enact the vengeful will of a god or patron, 3=spread a vile contagion, 4=overthrow a government, 5=trigger a natural disaster, 6=utterly destroy a bloodline or clan. |
| 5 | Passion: (d4) 1=prolong the life of a loved one, 2=prove worthy of another person's love, 3=raise or restore a dead loved one, 4=destroy rivals for another person's affection. |
| 6 | Power: (d4) 1=conquer a region or incite a rebellion, 2=seize control of an army, 3=become the power behind the throne, 4=gain the favor of a ruler. |
| 7 | Revenge: (d4) 1=avenge a past humiliation or insult, 2=avenge a past imprisonment or injury, 3=avenge the death of a loved one, 4=retrieve stolen property and punish the thief. |
| 8 | Wealth: (d4) 1=control natural resources or trade, 2=marry into wealth, 3=plunder ancient ruins, 4=steal land, goods, or money. |
As a overlord, you can attract or compel up to three weak-willed or evil creatures to your service.
These underlings are usually disorganized and dim-witted creatures, such as goblins or kobolds, and are prone to in-fighting, disloyalty, and cowardice. In contrast to retainers, underlings are accustomed to being frequently endangered, bullied, and abused, and will perform any number of demeaning or dangerous tasks if threatened, including fighting for you and following you into obviously dangerous areas (such as dungeons). Underlings are most loyal and effective when their overlord provides frequent opportunities for mischief, mayhem, and prosperity.
However, underlings are notoriously unreliable and will often betray their overlord as soon as it appears to serve their own interests or survival. Such treachery often takes the form of theft, sabotage, desertion, espionage, or mutiny. Underlings are likely to flee or even switch sides if a battle isn't going their way. Following your example, they sometimes develop their own delusions of grandeur and are quick to strike at the first sign of weakness if they think it will elevate their status.
Work with your DM to determine the type and challenge ratings of your underlings. Underlings must have an Intelligence score of 4 or higher. It is suggested that an underling's CR not exceed 1/2, but the DM may choose to expand this range as you progress through the tiers of play. Keep in mind that the more intelligent, strong-willed, and powerful underlings are, the more likely they are to revolt or cause complications. The DM may call for Charisma skill checks to recruit underlings and keep them under control.
Suggested Characteristics
Overlords are defined by their extraordinary ambition, and their characteristics reflect this life of singular purpose. Devoted to conscripting followers and dominating the world around them through cunning or force, an overlord values power—sometimes as a means to an end, sometimes as an end in itself.
| d8 | Personality Trait |
|---|---|
| 1 | I use polysyllabic words that convey the impression of great erudition. |
| 2 | I’ve read every book in the great libraries of the multiverse—or I like to boast that I have. |
| 3 | I am a person of extraordinary ambition and vision—my plans are a gift to the world. |
| 4 | There’s nothing like good, old-fashioned mayhem. |
| 5 | I’m willing to listen to every side of a debate before I eviscerate their arguments with my superior intellect. |
| 6 | I … speak … slowly … when talking … to idiots, … which … almost … everyone … is … compared … to me. |
| 7 | I am horribly, horribly awkward in social situations. |
| 8 | I’m convinced that people are always trying to steal my secrets. |
| d6 | Ideal |
|---|---|
| 1 | Knowledge. The path to ultimate reality is through knowledge. (Neutral) |
| 2 | Grandeur. Reality points us beyond itself toward what is possible. (Good) |
| 3 | Logic. Sentiment and conscience must not cloud our logical thinking. (Lawful) |
| 4 | No Limits. Nothing should fetter the infinite possibility of my vision. (Chaotic) |
| 5 | Power. Knowledge is the path to power and domination. (Evil) |
| 6 | Achievement. The goal of all life is victory in conquest. (Any) |
| d6 | Bond |
|---|---|
| 1 | My genius must not go to waste. |
| 2 | I have an ancient text that holds terrible secrets—I would be a fool not to use them. |
| 3 | I fight to save the world from itself. |
| 4 | I deserve whatever power and treasure I can take. |
| 5 | I’ve been fighting my whole life to prove myself. |
| 6 | I sold my soul for knowledge. One day, I'll have the power to steal it back. |
| d6 | Flaw |
|---|---|
| 1 | I am easily distracted by the promise of information. |
| 2 | Most people scream and run when they see a demon. I see a potential ally. |
| 3 | Unlocking an ancient mystery is worth the price of a civilization. |
| 4 | I overlook obvious solutions in favor of complicated ones. |
| 5 | Weakness and stupidity send me into a violent rage. |
| 6 | I am too brilliant and powerful to consider failure a possibility. |
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