Base Class: Barbarian
It is an ugly thing when gods and deities start feeling hatred toward mortals, for this feeling can manifest into evils that create fiends and nightmares of all kinds. Sometimes this feeling of hatred can exist in other creatures besides the divine themselves, such as a kid who was thrown into a well and left to die in darkness because his family was in a demon cult, a lady taken by bandits and then used as a servant and beaten, or even a great hero who is captured by necromancers and sacrificed to help them continue their work. These types of people feel hatred beyond the limits of any dark god, and can sometimes manifest this hatred into a great evil that will one day be a bane to all mortal and immortal beings.
The Lord
At 14th level, you have become notorious and powerful. All building, upkeep, hireling, and forging costs are halved. You may use intimidation when trying to get something you want even if it is not necessary. Or even if its just a bad idea at the time. At least your minions will always love you.
Supreme Being
At 14th level, you may spend a minute to summon 5 minions without using terror points. You gain immunity to a damage type of your choice for 24 hours, and you regain use of this feature after you finish a long rest.
Terror power
Terror Points[edit]
Your overlord level determines the number of points you have, as shown in the Terror Points column of the Overlord table. You can regain Terror Points equal to your Charisma modifier(minimum of 1) after you finish a short rest, and you regain all your Terror Points after you finish a long rest.
Terror Ability[edit]
Charisma is the statistic used to determine the power of your spells.
Minions
Minions[edit]
Hives
At 2nd level, you may summon a minion with an action and 1 terror point within 30 feet of you if you have found the corresponding hive the minion belongs to. The brown hive is found in arid or rocky climates, the red hive is found underground or by sources of heat, the blue hive is found by large bodies of water, and the green hive is found in forested areas. If you can not find them you can craft them using magic, each hive requires 20 kills, 100 gold sacrificed for a basic version. higher level versions can be created at levels 7 9 15 and 20 each allows you to add a +1 to each of the minions stats, each requires double the required sacrifice as the previous version.
The Hives in general are the source of the type of minions in question. They reproduce the appropriate minions as needed up to the maximum number of minions allowed at the time, if in a stronghold it produces at a rate of 1 every hour extra that will take up tasks in the stronghold. The hive is considered a large object and takes at least 5 Medium or Small creatures to carry it a movement rate of 15 feet per round. Each creature added to the carrying task adds a +5 to movement up to a maximum of 3 extra minions giving a total of movement of 30. A Large creature counts as 2, and a Huge creature counts as 4.
As an Overlord, minions are your servants and will do your every bidding regardless of how insane it is. They are fanatically loyal to you and will lay down their lives for you even if it's merely for your amusement. However, they aren't very strong. You may use an action and a terror point to summon a minion. Assemblages of minions generally act as a group. As a free action you may assign select or miscellaneous minions to alter your surroundings, clearing away rubble, clouds of poisonous gas, burning wreckage, traps, and other difficult terrain. In combat, you can remotely control the movement of all your minions, treating them as a mob when in groups of five or more for the purposes of resolving attacks which may only occur between your turns. Otherwise the attacks are resolved individually and will be targeted at the nearest hostile creature. Commanding more than one minion type on your turn counts as a bonus action.
Minions: Control[edit]
You may only control as many minions as your level allows outside your stronghold, as explained on the overlord class grid. No matter the situation, you cannot have any more minions under your control than your level permits. Never will a minion willingly betray you.
Minions: Type[edit]
There are four types of minions none of them are like the ones from Despicable Me. Each of the Minions have different abilities and features. At 2nd level, when you first gain this ability, you can summon a minion as an action for 1 terror points within 30 feet of you. You may summon minions of a certain type only if you have found or made their corresponding hive. The four minions are Brown, Red, Blue, and Green.
Links to the minions are given here: Brown Minion (5e Creature) Red Minion (5e Creature) Blue Minion (5e Creature) Green Minion (5e Creature)
Terror points
Your overlord level determines the number of points you have, as shown in the Terror Points column of the Overlord table. You can regain Terror Points equal to your Charisma modifier(minimum of 1) after you finish a short rest, and you regain all your Terror Points after you finish a long rest.
Tower Heart
You can empower a diamond equal to the ones used by clerics for Revivify (worth 300gp) to become a tower heart, Placing it in a location of your choice will begin to create a Stronghold that you can use to store your minion hives. If you have the core created the stronghold will follow you when you change planes. The Stronghold has a unique ability to summon all of your minions, not just the number you can control.
You need a place to keep your summoned minions, and what better place than a stronghold, but a cave, or small fort will work as well, with info in the DMG p. 128. These general guidelines should be followed with the exceptions to the minions that will build once the hive is collected. Minions may help you build your stronghold if you allow them, with browns building above ground and below ground mostly in wood, reds building below ground, blues building moats and springs, and greens creating areas of foliage or stonework. The minions build as gnomes and dwarves do as ratios in time.
If you acquire a forge and an anvil or workplace to forge equipment, a creature with proficiency in Smith's tools can make equipment for the minions, both weapons and armor. 10gp to create a weapon that gives +1 to attack/damage or armor that gives +1 to AC. 100gp to create a weapon that gives +2 to attack/damage or armor that gives +2 to AC. And so on, Up to a total of +4. It takes 24 hours per +1 bonus to create a piece of armor or weaponry. This armor and weaponry only retains the stated bonuses when used by a minion, and does not provide any other benefits to other creatures. This weaponry and armor also only has the bonuses states above.
If you acquire a brewery, you may pay a upkeep of 10 gold every day to give your minions get +2 to their Constitution, as well as the following; Browns get a +1 to Strength, reds get a +1 their Intelligence, blues get a +1 to their Wisdom, and greens get a +1 to their Dexterity.
You may have a magician lay a teleportation circle as mentioned in the spell description.
Evil Path
At 3rd level, you choose an evil path. Each path empowers you in a specific type of evil energy. Your path allows you to choose from its unique powers in the form of your class features, and you also gain specific spells for the path. Choose a Dark Overlord, a Hellish Overlord, or a Tyrant Overlord, all of detailed at the end of the class description. The path you choose grants you features at 3rd level and again at 6th, 10th, and 18th level.
Dark Overlord
A dark overlord often has powers related to the plane of Shadowfell. They don armor ranging anywhere from dark grey to coal black. They mainly focus on driving fear into the hearts of their enemies and choking control out of their subjects with terror.
Hellish Overlord
Hellish overlords seek chaos and destruction or everything within their iron grasp. They are known for summoning fiends and only wearing armor made to look truly evil such as black iron mixed with volcanic rock.
Tyrannical Overlord
Tyrannical overlords focus purely on conquering and ruling property with the usage of their minions. They are often Lawful Evil but they can be any evil alignment. They are known for donning sharp imposing armor that often makes them look taller and decorated with their colors. They often take rich pleasures in their pastimes such as enslaving foes and sending them to fight to the death in arenas against their ever loyal minions or lounging in lush gardens being catered to by minions and concubines.
Fear
Starting at 3rdt level, your infamous reputation can make a single look from you drive a person insane with fear. As an action, you may spend 1 terror point to force any creature you can see to roll a Wisdom saving throw versus your Terror save DC. On a failed save, the target will be frightened for one minute. If they are attacked by you or your allies during that time there are frightened, they must make a second save. They may repeat the saving throw at the end of their turn, and if they succeed, they are no longer frightened and have advantage on saving throws against being frightened for a day. If they fail, they must use all of their movement to move as far away as possible from you for that minute
Infamous[edit]
At 3rd level the overlord becomes infamous and you give ridiculous loyalty to you people, giving you advantage on saving throws against being charmed.
Terrifying[edit]
At 3rd level, you become proficient with the intimidation skill. If you are already proficient, double your proficiency bonus. If someone knows of you or your feats, they have disadvantage against all charisma based checks against you. Terrifying isn't it?
Cantrips
- Spellcasting Focus
You can use a melee martial weapon as a spellcasting focus for your overlord spells.
first level spells
first level spells
Dark lord
At 3rd level, you choose an evil path. Each path empowers you in a specific type of evil energy. Your path allows you to choose from its unique powers in the form of your class features, and you also gain specific spells for the path. Choose a Dark Overlord, a Hellish Overlord, or a Tyrant Overlord, all of detailed at the end of the class description. The path you choose grants you features at 3rd level and again at 6th, 10th, and 18th level.
Furious Attack
At 6th level, your anger and fury enhance your attacks making them more destructive then ever. When you make hit a creature with a melee martial weapon, you can spend 2 terror points as a bonus action to force the target to make a Strength saving throw equal to your Terror DC. On a failed throw, if the target is Medium or smaller, they are pushed in the opposite direction a distance equal to your Strength modifier(minimum 1) x 5 feet and get knocked prone, if the target is Large, they are only pushed 5 feet, and if the target is Huge or bigger they are unaffected. On a successful saving throw, your target is pushed only 5 feet and takes regular damage, unless they are Large or bigger, by which they are unaffected.
Horrific Strike
At 6th level, you gain the ability use a bonus action and expend one terror point to force an enemy within your sight to make a Charisma saving throw equivalent to your spell save DC. If they succeed, they are unaffected, but if they fail, they have disadvantage on attack rolls until the end of their next turn. Once a creature has made a save from Horrific Strike, it is unaffected by it for 24 hours.
Marked
At 6th level, you gain the ability to magically Mark one creature you can see within sixty feet range as a bonus action for 1 minute. Until the spell ends or creature is dead, you and your minions deal an additional 1d6 damage of the respective damage type to the target whenever it takes damage. You regain use of this feature after you finish a short or long rest.
Spell upgrade
at sixth level you get another cantrip a first level spell and 2 second level spells
Overlord
Overlord level 3
Call of Hell
At 10th level, you gain the ability to summon fiends to aid your vile machinations. You may use an action to expend 10 terror points to summon a fiend with a CR less than or equal to your proficiency bonus. The fiend will serve you for no more than 1 minute and returns to it's respective plane after that. You may not kill the fiend and if you willingly attempt to harm it, it returns immediately to it's plane. You must complete a long rest before using this feature again.
Mad Terror
At 10th level, you gain an aura that emanates fear towards all creatures around you, this aura spreads around you as a circle of 20 feet radius. Any hostile creature entering the circle must make a Wisdom saving throw equal to your spell save DC. If they fail, they have disadvantage to attack you or your minions until they leave the circle. They may repeat the saving throw every turn and if they succeed, they are immune to the effects of Mad Terror for 24 hours.
Minion Sacrifice
When you reach 10th level, you gain the ability to instantly kill a minion and absorb their life force. You may use an bonus action to pick up a minion under your control and kill it instantly to heal twice its current hp. If this would bring you to full hp, the rest is turned into temporary hitpoints.
second spell upgrade
at level 10 you get a second second level spell and 2 third level spells
Final Overlord
Final Overlord
Command of Fear
At 14th level, you gain the ability to bend intelligent creatures to your will with the power of fear. You may expend 10 terror points to force them to make a Wisdom saving throw equivalent to your spell save DC. If they fail, they are charmed and will obey your commands as long as they don't obviously go against the creature's wishes. If you command them to do anything that would be against their interests, they may repeat the saving throw. If you command them to do anything that would harm themselves or are damaged by a creature friendly to you, they repeat the saving throw with advantage. You regain use of this feature after you finish a long rest.
Demonic Pitch
At 14th level, you gain use an action to cast the black tentacles spell. You regain use of this feature after you finish a short or long rest.
Frenzy
At 14th level, as a bonus action, you may spend 4 terror points to make all your minions around you go into a rage, giving the minions with 60 feet of the overlord advantage on attack rolls until the start of your next turn.
final spell upgrade
at level 14 you get a third level spell and 2 fourth level spells
Comments