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Overlord
A creature known by many epithets and aliases, such as Enemy of Man, Suppressor of Spree, Giant Slayer, Destroyer of Elvenkind, Most High Lord of Chaos and etc. He had as many names as the lands he had conquered, as many titles as the enemies he had slain. But before his rebirth in darkness he was simply known as the Eighth Hero, a heroic companion of the legendary Seven Heroes, who contributed more than anyone else to the downfall of the Second Overlord and who was subsequently betrayed by his former comrades and left for dead in the ruins of the Dark Tower.
Currently, he resides in the Infernal Abyss, having replaced the Forgotten God as the God of the Abysses, and commands the Wraiths..*
Chosen to Lead
Through destiny, great power, or perhaps overwhelming cruelty, your minions serve you without question.
"We live. We serve you. We fight. We die. This is what we are, sire, and what we will always be."
— Mortis talking to the Fourth Overlord about the minions and their lifestyle.
Personal Army
The Minions are a malevolent and warlike race of cave-dwelling barbarians and bloodthirsty killers, delighting in committing evil for its own sake as well as for pleasing their master. The term "Minions" is a common collective description used by many civilized races of the World to allude to their state of voluntary servitude to the Overlords. Minions are goblinoid creatures divided up between four distinct sub-species that are fairly unique in their culture and physiology and that cover different roles within their overly-cruel society.
Making an Overlord
When making an Overlord, consider how you came to control your Minions, why they serve you, and to what end will you use them.
Quick Build
You can make a quick build of an Overlord by following these steps. First put your highest stat into Charisma followed by Constitution, Dexterity and than strength. Secondly choose the Soldier background.
Class Features
As an Overlord, you gain the following class features
Hit Points
- Hit Dice: 1d12 per Overlord level
- Hit Points at 1st Level: 12 + your Constitution Modifier
- Hit Points at Higher Levels: 1d12(or 7) + your Constitution Modifier per Overlord level after 1st.
Proficiencies
- Armor: , Light, And Medium Armor
- Weapons: Simple Weapons, Hand Crossbows, Longswords, and Shortswords
- Tools: None
- Saving Throws: Constitution, and Charisma
- Skills: Choose three from Arcana, Athletics, Intimidation, Perception, Stealth and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Longsword or (b) any simple melee weapon
- (a) an Explorer's Pack or (b) a Dungeoneer's Pack
- Chain Mail, and an Arcane Focus
The Overlord
Level | Proficiency Bonus |
Features | Cantrips Known |
Spells Known |
Spell Slot Level |
Life Force |
Active Minions |
---|---|---|---|---|---|---|---|
1st | +2 | Life Force, Minions, Brown Minions | - | - | - | 2 | 1 |
2nd | +2 | Sovereignty, Spellcasting, | 2 | 2 | 1st | 4 | 1 |
3rd | +2 | Red Minions | 2 | 2 | 2nd | 6 | 1 |
4th | +2 | Ability Score Improvement | 2 | 3 | 2nd | 8 | 1 |
5th | +3 | Sovereignty Class Feature | 2 | 3 | 3rd | 10 | 2 |
6th | +3 | Life Drain | 2 | 3 | 3rd | 11 | 2 |
7th | +3 | Green Minions | 2 | 4 | 3rd | 12 | 2 |
8th | +3 | Ability Score Improvement | 2 | 4 | 4th | 13 | 2 |
9th | +4 | Blue Minions | 2 | 4 | 4th | 14 | 2 |
10th | +4 | Sovereignty Class Feature | 3 | 5 | 4th | 15 | 2 |
11th | +4 | Magical Catalyst | 3 | 5 | 5th | 16 | 3 |
12th | +4 | Ability Score Improvement | 3 | 5 | 5th | 17 | 3 |
13th | +5 | Dominate Will | 3 | 6 | 5th | 18 | 3 |
14th | +5 | Reinforced Servitude | 3 | 6 | 5th | 19 | 3 |
15th | +5 | Sovereignty Class Feature | 3 | 6 | 5th | 20 | 3 |
16th | +5 | Ability Score Improvement | 3 | 7 | 5th | 21 | 3 |
17th | +6 | Netherghul | 3 | 7 | 5th | 22 | 4 |
18th | +6 | Minion Promotion | 3 | 7 | 5th | 23 | 4 |
19th | +6 | Ability Score Improvement | 3 | 8 | 5th | 24 | 4 |
20th | +6 | Sovereignty Class Feature | 3 | 8 | 5th | 25 | 4 |
Life Force
Your power derives from the power of life itself, bolstering yourself and allowing you to summon minions from the netherworld. You have a pool of Life force which you can use to summon Minions from the netherworld. The maximum amount of minions you can have active at any given time is shown on the Active Minions table. You regain all expended Life Force when you finish a long rest.
Minions
At 1st level you gain the ability to summon your minions from the netherworld.
As an bonus action on your turn, you can consume life force, summoning minions from the netherworld. Summoning 1 Minion requires 1 Life Force, and you can summon and control up to the maximum amount of minions as indicated on the Active Minions table. Minions Life force is directly tied to their Overlord. The Overlord takes half the damage dealt to the summoned minions. Excess damage to minions is not transfered to the Overlord. When a summoned minion is reduced to 0 hp, the minion dies and is sent back to the netherworld. Summoned minions can also be sent back to the netherworld with a bonus action.
On each of your turns, you can mentally command your minions (if you control multiple minions, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the minions will take and where they will move during your turn, or you can issue a general command, such as to guard a particular chamber or corridor. As an action you can command your summoned minions to take an attack. When you take an attack action with your minions, you add your Charisma and proficiency modifier to their attack rolls and your Charisma modifier to their damage rolls.
Brown Minions
At 1st level, you can summon Brown Minions. Browns are the toughest of all the Minions. They're never ones to shy away from a fight. In fact it's quite difficult to get them to stop
Brown Minion
Small humanoid (goblinoid), Chaotic Neutral
- Armor Class 15
- Hit Points 10
- Speed 30ft
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 6 (-2) 10 (+0) 6 (-2)
- Siege Monster Brown Minions deals double damage to objects and structures.
- Senses Darkvision 10 Ft., passive Perception 10
Actions
Club Melee Attack: 5ft Reach, one target. Hit: 4 (1d8) Bludgeoning damage
Sovereignty
At 2nd level, you establish how you will rule. Your choice grants you features at 2nd level and again at 5th, 10th, 15th and 20th level.
Nethergul Magic
By 2nd level, you have learned to draw arcane magic through your soul, or magical armament. This font of magic fuels your spells.
Spellcasting Ability
Charisma is your spellcasting ability for your Overlord spells. Your magic comes from your soul and through your minions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Overlord spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
Cantrips
At 2nd level, you know two cantrips of your choice from the Sorcerer spell list.
This increase to 3 cantrips at 10th level.
Spells Known of 1st Level and Higher
At 2nd level, you know 2 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Overlord table shows when you learn more Sorcerer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Spell Slot Level column for your level. When you reach 7th level, for example, you learn a new Sorcerer spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Sorcerer spells you know and replace it with another spell from the Sorcerer spell list, which also must be of a level for which you have spell slots.
Casting Spells
You use the Life Force you have collected to cast your spells. The Life Force required is 2 Life Force for a 1st-level spell slot, plus 2 additional Life Force for each spell level higher than 1st, to a maximum of 10 Life Force.
Red Minions
At 3rd level, you can summon Red Minions. Reds aren't particularly hardy, but boast an affinity for fire. Use them in a horde and you'll have a story of fire and flames.
Red Minion
Small humanoid (goblinoid), Chaotic Neutral
- Armor Class 10
- Hit Points 10
- Speed 30ft
STR DEX CON INT WIS CHA 8 (-1) 10 (0) 8 (-1) 6 (-2) 8 (-1) 12 (+1)
- Damage Immunities Fire
- Senses Darkvision 30 Ft., passive Perception 10
- Illumination Red Minions' shed bright light in a 10-foot radius and dim light for an additional 10 feet.
Actions
Fire Bolt Range Attack: 120ft Reach, one target. Hit: 5 (1d10) Fire damage
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, if your DM allows it, you can take a feat.
Life Drain
You can draw upon the Life Force of your fallen foes.
Starting at 6th level, When a creature within 15 feet of you is reduced to 0 hit points, you can use your reaction to use the Life Force of the creature to summon a Minion. You cannot summon more than the maximum amount of minions as indicated on the Active Minions table.
Green Minions
"What they lack in hygiene, they make up for in sneakiness."
- Gnarl
At 7th level, your Green minions have decided to fall in line and fight for you. Unlike other minions, Greens don't fight directly. Greens prefer to stay in the shadows, waiting to be summoned to deal additional damage.
Once per turn, when you hit a creature with a melee weapon attack, you can expend Life Force to command your Greens to quickly appear and backstab the target creature dealing an additional 1d8 + your charisma modifier Piercing damage to the target creature for each Life Force spent.
You can spend a maximum Life Force equal to your Active Minion limit when using this ability.
Blue Minions
At 9th level, you get the ability to Summon Blue minions. The Blue Minions' minds appear to be on a different plane of existence half the time, their healing and magical-damage skills can be most useful.
Blue Minion
Small humanoid (goblinoid), Chaotic Neutral
- Armor Class 10
- Hit Points 10
- Speed 30ft, swim 30 ft
STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 8 (-1) 6 (-2) 12 (+1) 10 (+0)
- Blink When Blue Minions succeed against a spell save that would do half damage, instead they have the damage reduced to 0.
- Magic Weapons Blue Minions' melee attacks are magical.
- Senses Darkvision 10 Ft., passive Perception 14
Actions
Claws Melee Attack: 5ft Reach, one target. Hit: 3 (1d6) Slashing damage
Revive Blue Minions can revive 1 minion within 5ft who has dropped to 0 hp in the last round. Revived minions return to life with the their maximum hit points.
Magical Catalyst
At 11th level, you have gained much greater control over your magical prowess.
In Addition, The Life Force required for a 1st-level spell slot is now 1 Life Force, plus 1 additional Life Force for each spell level higher than 1st, to a maximum of 5 Life Force.
Dominant Will
Your mind is focused and your command absolute, your mental fortitude has grown making your will unshakable.
At 13th level, you now have advantage on concentration & Wisdom saving throws.
Reinforced Servitude
Through countless battles and brutal beatings, your minions have become a much greater Threat.
At 14th level, your minions all gain an additional 5 AC when summoned.
Netherghul
At 17th level, your command of Life Force and your own soul energy that you wield causes your body to stop aging and cannot be aged magically. Upon death, if your soul is free, your minions will find a new host body for you to possess. This process takes up to 120 days and the new host body will have the same personality, memories, and abilities, but none of the original body's equipment.
Minion Promotion
Loyalty is rewarded, you empower your most loyal minion to fight by your side and to hold your standard into combat. At 18th level, As an action, you can spend 5 Life Force to empower 1 minion to hold your standard. This effect lasts until the minion is killed. You can only have one promoted minion at one time.
Brown Wolf Rider You summon a wolf for a Brown minion to ride. Increasing his own Hit Points by 30. His battle standard inspires other minions, increasing all minions AC by 5. If the The brown wolf rider is within 5 ft of another minion who would be taking damage, the Brown Wolf Rider will take the damage instead.
Red Salamander Rider You Summon a salamander for a Red Minion to ride. Increasing his own hit points by 30 and changing his attack to a 3d6 fire breath which hit all creatures in a 15 foot cone in front of the minion.
Blue Mystic Banner You empower a Blue minion to hold your battle standard, granting him resistance to all damage. His battle standard grants the Empowered Blue Minion a healing aura which prevents any other minion within 30 ft from dying.
Sovereignty
Reign of Tyranny
Barbaric Ruler
At 2nd level, While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Maniacal Berserker
Also at 2nd level, you gain proficency with martial weapons.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Frenzied Tactics
At 10th level, when there are 2 or more minions within 5ft of you, Your melee weapon attacks are made with advantage.
In Addition, your melee weapon attacks score a critical hit on a roll of 19-20.
Tyrannical Dominance
At 15th level, Once per turn, when you hit a creature with a melee weapon attack, you summon 2 green minions to deal additional damage.
In Addition, your melee attacks score a critical hit on a roll of 18-20.
Brutal Army
Your brutality is endless, and so is your army. At 20th Level, your Active Minion limit increases to 6.
In Addition, whenever your melee weapon attacks score a critical hit, you summon 4 green minions leap to deal additional damage.
Reign of Benevolence
Beacon of Hope
At 2nd level, Your benevolence allows you to learn spells from the Cleric class. When your Spellcasting feature lets you learn or replace a Sorcerer cantrip or a Sorcerer spell of 1st level or higher, you can choose the new spell from the Cleric spell list or the Sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell.
Life and Death
Also at 2nd level you learn 2 1st-level cleric spells. Spells cast using this feature use Life Force. The Life Force required is 2 Life Force for a 1st-level spell slot.
Value of Life
At 5th level, when you or your minions would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short rest.
Healing Tactics
At 10th level, when controlling 2 or more blue minions, you can use your blue minions to heal friendly creatures. As an Bonus Action, you can spend 1 Life Force to have your blue minions heal a willing creature for 1d8+1 for each active blue minion.
Benevolent Influence
Your Benevolence is an inspiration for all.
At 15th level, your Blue minions add your charisma modifier to all their healing.
Blink
You and your minions have a strange connection to the ethereal plane.
At 20th level, you and all your minions have advantage against spells attacks. When You and your minions succeed against a spell save that would do half damage, instead have the damage reduced to 0.
Reign of Order
juggernaut
At 2nd level, you grain proficiency in Heavy Armor and Shields
Annoying Minions
Also at 2nd level, When a creature your brown minions can see attacks a friendly creature that is within 5 feet of them, they can use your reaction to impose disadvantage on the attack roll.
Front Line Commander
At 5th level, you have learned the art of issuing commands on the front line. When you use your action to command your minions, you can make one weapon attack as a bonus action.
Defensive Tactics
At 10th level, while controlling 2 or more brown minions at the same time, The Overlord gains resistance to Bludgeoning, Piercing, and slashing damage.
Army of One
Your minions further bolster your defenses. At 15th level, when there are 2 or more minions within 5ft of you, you have resistance to all damage except psychic damage.
All for Master
At 20th level, At the end of each of your turns, if you have 4 brown minions active, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Multiclassing
Using homebrew material while multiclassing is not condoned by the creator and should only be allowed by the DM's discretion and personal risk
To Multiclass into this class you need a Constitution and a Charisma score of at least 13
You gain proficiency in Simple Weapons, Hand Crossbows, Longswords, and Shortswords and one of the following abilities: Arcana, Athletics, Intimidation, Perception, Stealth and Survival
Credits
Concept inspired by the Overlord game series.
The Overlord Game series and all art used are property of the The Codemasters Software Company Limited, Climax Group, Riot Pixels and Triumph Studios
Reign of Chaos
Chaotic Lord
At 2nd level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Overlord table, or a cantrip.
The chosen spells don't count against the number of spells you know
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell. This spell must be of a level you can cast
Prismatic Mania
Your Red minions have embraced the chaos of the netherworld. At 5th level, when being summoned, the Overlord can twist the Red minions to change their element to either Fire, Cold, Acid, or Lightning.
Chaotic Tactics
At 10th level, when using 2 or more Red Minions at the same time, the Red minions gains advantage on their ranged attack rolls.
Chaotic Summoning
At 15th level, When you roll damage for a spell and roll the highest number possible on any of the dice, summon one Red minion from the the netherworld.
You cannot summon more than the maximum amount of minions as indicated on the Active Minions table.
Lord of the Nether
At 20th Level, your chaotic will is unhindered. when you use your action to attack with your minions, you can cast a cantrip as a bonus action.