Overseer Class 5e

Search GM Binder

Overseer

In silken robes, eyes flowing with knowledge, an elf draws upon the power that has haunted her for years. She screams, as the energy flows inside of her, turning the entire kobold army against one another.

A hooded man faces his arch nemesis, in the dead of night, at an entrance to the Plane of Fire. Muttering incantations, otherworldly tentacles rip through the Weave, capturing his enemy, to be at his mercy.

Holding a greatsword flowing with energy, a tiefling runs as fast as the wind, charging towards those who held her prisoner. Toxic fumes swirl around her body, as the acid trails behind her.

Overseers are the embodiments of plagues and fragments of forbidden knowledge, either being them, or containing a parasite, bringing terrible diseases and large raids to those who oppose them. Many were not meant to exist, being mistakes. Their power comes not from hard work and study, but rather from experiencing and living these torturous occurrences, and learning about these happenings.

Experience

Overseers find studying or being born with true magic pitiful. They respect those who consult great powers for power, but to experience the powers first-hand is the ultimate way of learning to bend the Weave. Although the experience might be painful, physically or mentally, Overseers keep their eyes on the result.

Overseers are powerful defenders, keeping fights from ending at a loss. Although they don't wear armor, their knowledge of the plagues of the world can keep them fighting for long times.

Finders of the Truth

Overseers couldn't care for any social caste, or major discovery, only driven by the constant hunger of power and knowledge. Overseers have experienced many things, and try to control others to make them understand their pain.

Creating an Overseer

When making an Overseer, consider the following. How did your character become what they were, and what is your character's attitude towards life now? Overseers can either have a mysterious creature in their bodies, or have undergone a gruesome transformation. Has your character made any mortal enemies along the way? Many Overseers gain much opposition on their journeys, bringing them into adventure.

Quick Build

You can make an Overseer quickly by following these suggestions. First, Wisdom should be your highest score, followed by Dexterity. Second, choose the Faction Agent background. Third, choose the Oversight and Prestidigitation cantrips.

Class Name
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Defensive Knowledge, Unarmored Defense
2nd +2 Spellcasting, Forbidden Combat 2 2 2
3rd +2 Overseer Clan, Evoked Weapons 2 3 3
4th +2 Ability Score Improvement 3 3 3
5th +3 Evoked Weapon Feature 3 4 4 2
6th +3 Forbidden Combat Feature 3 4 4 2
7th +3 Overseer Clan Feature 3 5 4 3
8th +3 Ability Score Improvement 3 5 4 3
9th +4 3 6 4 3 2
10th +4 Forbidden Combat Feature 4 6 4 3 2
11th +4 Overseer Clan Feature 4 7 4 3 3
12th +4 Ability Score Improvement 4 7 4 3 3
13th +5 4 8 4 3 3 1
14th +5 Forbidden Combat Feature 4 9 4 3 3 1
15th +5 Overseer Clan Feature 4 9 4 3 3 2
16th +5 Ability Score Improvement 4 10 4 3 3 2
17th +6 4 10 4 3 3 3 1
18th +6 4 11 4 3 3 3 1
19th +6 Ability Score Improvement 4 11 4 3 3 3 2
20th +6 Evoked Oversight 4 12 4 3 3 3 2

Class Features

As an Overseer, you gain the following class features:

Hit Points

Hit Dice: 1d10 per Overseer level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points after 1st Level: 1d10 (or 6) + your Constitution modifier

Proficiencies

Armor: Shields

Weapons: Simple weapons, Hand Crossbows, Nets, Longbows, Greatswords, Tridents, Scimitars

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose three from Animal Handling, Intimidation, Investigation, Survival, Perception, or Deception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

• (a) A net and a trident or (b) two scimitars

• (a) a shield or (b) any simple melee weapon

• (a) an Explorer’s Pack or (b) A Dungeoneer’s Pack

• An Overseer Eye

Defensive Knowledge

At 1st level, your knowledge of the horrors of this universe grants you the ability to defend against these occurrences. When you or an ally within 10 feet are hit with a nonmagical attack that deals Bludgeoning, Piercing, or Slashing Damage, you can use your reaction to roll a d10. On a 1, the attack is counted as a critical. On a 2-6, the attack hits. On a 7 or 8, you or the ally gain resistance to that type of damage before the damage dice is rolled. On a 9 or 0, the attack misses you or the ally.

You can use this feature a number of times equal to your Wisdom modifier. You regain 1 use after a short rest, and all of your uses when you finish a long rest.

Unarmored Defense

Your struggles have toughened you to outside danger. While your are not wearing any armor, your Armor Class equals 10 + your Wisdom Modifier + your Dexterity Modifier.

Forbidden Combat

You have been exposed to things a mere mortal couldn’t even imagine. Choose 2 Forbidden Combat initiates. You can choose one more at 6th level, 10th level, and 14th level.

Spellcasting

Cantrips

At 1st level, you know two cantrips of your choice from the Overseer spell list. You learn additional Overseer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Overseer table.

Preparing and Casting Spells

The Overseer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Overseer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Overseer spells that are available for you to cast, choosing from the Overseer spell list. When you do so, choose a number of Overseer spells equal to the number shown on the Spells Known column of the table. The spells must be of a level for which you have spell slots.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Overseer spells requires time spent in harsh training: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Overseer spells, since your magic draws experience with the plagues of the world, and your knowledge of them. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Overseer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast an Overseer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an Overseer Eye as a spellcasting focus for your Overseer spells.

Evoked Weapons

At 3rd level, you gain 1 weapon of your choice. If you lose possession of this item, it takes you 8 hours and 50 gold each day, for 4 days, to remake an item.

Trident of Lost Legends

You obtain a trident, forged from legends of mystical power lost long ago, with a magical rope attached to the end. This weapon gains the reach and finesse property. This weapon deals 1d8 (1d10) piercing damage. While you hold this weapon, you can connect your Overseer Eye to it as an Action. If your first attack hits , you can attack again as a bonus action, by forgoing your attack next turn.

At 5th level, as a bonus action, you can throw your trident up to 60 feet, and have it connect with any surface, even a vertical one, but it can’t be more than 30 feet up. You can then use your movement speed to have the rope retract, and you can move up to that area, even in the air. You can also use this, while it is connected to an enemy, to move to them. While you are in this position, you can’t attack with this weapon, and you must have 1 hand on the rope or trident. You can use your reaction to pull the trident out of the surface it is on, and if you are on a vertical surface, you fall. Whenever you use a subsequent bonus action to throw the trident, and you are on a vertical surface, you fall 5 feet for every 10 feet the trident is thrown.

This weapon’s damage increases to 2d8 at 10th level, and 3d8 at 14th level.

Accursed Net

You aquire a net, with a curse only you know about, from your torturous experiences. The net deals 1d6 bludgeoning damage. The net cannot be destroyed, and it requires a Wisdom check with a DC of 8 + twice your Wisdom Modifier to break free. It cannot take damage.

At 5th level, when a creature breaks free, you gain the following benefits for 1 minute:

-You can use your bonus action to switch places with the enemy. You can do this a number of times equal to your Wisdom Modifier.

-You gain advantage on any attack roll, or ability check against that creature, and that creature gains disadvantage on any saving throw against your spells, any ability checks against you, and on attack rolls against you.

-When you deal damage to that creature, you can decrease its movement speed by the damage it took, to a minimum of 5 feet. You can use this a number of times equal to your Wisdom modifier. You can’t collect the net while these effects are active, and it requires a bonus action to pick up. This weapon’s damage increases to 2d6 at 10th level, and 3d6 at 14th level.

Greatsword of Mind Shattering

You aquire a Greatsword, capable of shattering the mind when it strikes the enemy down. The Greatsword deals 2d6 slashing damage, and it gains the finesse property, as it is light for you to hold. While you hold this weapon, you can connect your Overseer Eye to it as an Action.

At 5th level, whenever you successfully hit an enemy, they can’t take reactions, until the start of their turn, and they cannot take any action other than the Attack action, on their next turn. You can instead roll 1d8 for damage, and not 2d8, in exchange for gaining temporary hit points equal to the result on the damage dice. You can’t hit the same enemy 2 turns in a row with this weapon.

This weapon’s damage increases to 3d8 (2d8) at 10th level, and 4d8 (3d8) at 14th level.

Overseer Clan

At 3rd level, choose a clan of Overseers, depending on whether you have been a prisoner to diseases, subject to raids on your personal possessions and town, or angered an interstellar being, or more!

Your choice grants you abilities at 3rd level, 7th level, 11th level, and 15th level.

Evoked Oversight

At 20th level, your Evoked Weapons are magical for the purpose of overcoming resistance and immunity to non magical weapons.

Forbidden Combats

Astral Recovery

Once, during a long rest, choose a number of spell slots with combined levels equal to half your Overseer level. You can regain these spell slots after a short rest. Once you regain a spell slot from a short rest, it resets to a normal spell slot.

Beguiling Enervation

When you hit an enemy with a CR equal to your Overseer level divided by 4 or lower, with an attack, or with your Evoked Weapon, you can force that enemy to make a Wisdom saving throw. The creature succeeds if it is immune to being charmed. On a failed save, the creature becomes your subject, wanting to follow you. You can enter their body, until the end of your next turn. Your body is incapacitated while this happens. You have advantage on attack rolls while in this body. You also gain the abilities of this creature, as if you were it. You can cast spells up to 3rd level in this new body, but only once, using an Overseer spell slot. Your incapacitated body can’t die, but can still take damage. You can choose to use your initiative or the creature’s initiative, on your turn. If the creature you are in drops to 0 hit points, any remaining damage is carried over to your body. You regain the ability to do this again when you finish a short rest.

Eldritch Overload

If you drop to 0 hit points, you can use your reaction to fail a death saving throw, in exchange to stay conscious for 1 more turn. You can’t take any damage in this form, and when you do fall unconscious, forbidden knowledge explodes everywhere. Any enemy within 30 feet of you must make an Intelligence saving throw, and on a failed save, they gain disadvantage on any attack or damage roll, saving throw, or ability check, and they get a 1d6 as a penalty for when they do any of the rolls stated above. This effect lasts for 3 rounds. This effect ends early if you gain any hit points, become stable, or die. You can use this again when you finish a long rest.

Gaze of a Far Plane

As an action, you call upon spirits from the planes of existence. Choose 1 type of creature: Fiend, Celestial, or Elemental. You can summon one creature of that type, with a Challenge Rating of your Overseer level divided by 5, by expending an Overseer spell slot, equal to the CR of the creature you summon, rounded up. You choose the creature, and if you know a certain creature personally of that type within that Challenge Rating, you can summon it, provided it is willing, up to 1 CR higher. It gains temporary hit points equal to half your Overseer level. It can attack, but only if you use your bonus action. Roll initiative for the creature, which has its own turns. You can telepathically communicate with the creature, and it knows any language you know. If you don’t give it any commands, it will take the dodge action every turn. In addition, out of combat, you can give it simple tasks, like “Fetch that Object.” It returns to its home plane after it drops to 0 hit points, or at the end of your long rest. You can’t use this again until you finish a long rest.

Morph of the Wild

As an action, you can recall upon your knowledge of the humanoid races, and can transform into any humanoid race you have seen within the past week. Your DM can modify this if it suits the campaign. When you transform, you replace any 1 of your racial traits with one of the new races, except for any ability score increases. Since a Human has no speciaYou also take on subtle additions to your look. For example, a human that used this to become a tiefling would maybe grow little horns. This change lasts until you finish a long rest. You can’t use this ability again, until you finish another long rest.

Overseer Clans

Mass Entity Clan

You have been exposed to relentless armies and raids, and have had many things taken from you, for the better, or for the worst. You have knowledge over how armies work, how to make one, and how to turn one against itself.

Tactical Repositioning

At 3rd level, you understand the formations that the raids used to torture you. You gain advantage on Initiative rolls. Once you use this, you can’t use this again until you finish a long rest. In addition, When it is your first turn in an encounter, all of your allies can use their reactions to move up to their movement speed. Once you use this, you can’t use this again until you finish a short or long rest.

Destruction of Destruction

At 7th level, whenever you or an ally is forced to make a saving throw, or an enemy rolls for attack, you can use your reaction to cause the mass number of souls to grant advantage or disadvantage to that roll, and if the saving throw succeeds or the attack roll fails, then on your next turn, you can roll 1d6, and add it as either a bonus or a penalty to any attack roll, saving throw, or ability checks made by or against you, as a reaction. You can’t use this again until you finish a short rest.

Retaliation

At 11th level, you know how to turn an army against itself. As an action, you can make the enemy think you and your allies are one of them, then cause mass confusion as you destroy their ranks from the inside out. Any enemy within 30 feet of you must make a Charisma Saving Throw, thinking you are one of them if they fail, for 1 minute. They consider you to be their leader. An enemy automatically succeeds if it is immune to being charmed. They believe you to be their leader, and will act accordingly. Next time you attack, or force an enemy to make a saving throw, it causes panic within the ranks, for 1 minute. Any time an enemy who failed the saving throw wants to cast a spell or make an attack roll against you after this, you or an ally can use a reaction to force them to make a Wisdom Saving Throw saving throw, or they attack a random creature. Assign each creature within 15 feet of the creature a number. Then roll a d12. Keep rolling it until you land on a number assigned to a creature. Then have the attacking creature move to that target, and try to make an attack. This lasts for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.

Alliance Creation

At 15th level, you can create an army of your own. Choose a number of creatures equal to your Wisdom modifier, you can create duplicates of them. The duplicates have hit points equal to 2 times your Overseer Level. Roll initiative for each duplicate, which takes its turns freely. It obeys any commands you give it. It cannot cast spells, and can only take the basic actions. If a duplicate attacks the original of itself, the original creature gains disadvantage on any Saving Throw against your spells, or any ability check against you. These duplicates disappear at the end of your next turn. If any of them drop to 0 hit points, they disappear early. You can’t use this again until you finish a long rest.

Chemical Entity Clan

Your power comes from being a prisoner to dangerous chemicals and poisons. You understand how poisons are made, and the complexity of them. You can control these powers at will.

Sphere of Poison

At 3rd level, you have a pool of d6’s equal to your Overseer level. When an enemy starts its turn within 10 feet of you, or makes an attack roll against you, you can use your reaction to form a thin bubble of pure toxin. You can then spend a number of d6’s from your pool equal to half your level in this class or less, and roll them. You can either have them heal you, or deal poison damage to the enemy. You regain all the dice in the pool when you finish a long rest.

Pandemic Leech

The toxins inside you grow more powerful as you train. At 7th level, whenever you bring a creature to 0 hit points, you can use your bonus action to gain temporary hit points equal to 2 times your Overseer level + half your Wisdom Modifier + half your Charisma Modifier. In addition, you can choose a number of allies equal to your Wisdom Modifier to gain temporary hit points equal to your Overseer level, then they can all immediately use their reaction to make a melee attack against the nearest enemy to them. They can move up to 10 feet if needed. The damage the enemies take is halved, but the attackers gain advantage on the attack roll against the enemy. You can use this again when you finish a short rest. At 11th level, the damage isn’t halved.

Toxic Overcharge

At 11th level, the poison you have been exposed to has consumed much of your body. As a bonus action, you can shoot out a tendril of your chemicals, and strike an enemy’s weapon. Since the weapon is covered in your poison, that weapon deals half damage, until the end of your next turn. You can also shoot out a tendril to an enemy’s armor, and everybody gets advantage on attack rolls on that target, until the end of your next turn. You can shoot out a second tendril at an enemy at 15th level. You can’t use this again until you finish a short rest.

Biological Apocalypse

As an action, you can release the toxins inside your body, that have been building up for so long. Roll on the toxicity table below. You can’t move on your next turn. You can use this again when you finish a long rest.

d6 Effect
1 The poison is so compact in your body that little comes out. Any ground within 15 feet of you is considered difficult terrain, and any creature other than you that starts its turn there takes 3d6 poison or acid damage (your choice), unless they succeed on a Dexterity saving throw. This change lasts for one minute, or until you are incapacitated. Any creature that dies in this area due to this affect turns into a 5x5 foot square of poison, which adds onto the difficult terrain.
2 The poison comes out in a thin, but deadly stream. Any enemy you see within 30 feet of you must make a Dexterity saving throw, or they take 2d8 poison damage. Any enemy within 5 feet of you has disadvantage on this roll, and any enemy 20 or more feet away has advantage on this saving throw. In addition, any enemy that fails this saving throw has their weapons and defense corroded, so you have advantage on any attack rolls against them, and those enemies' weapon damage is halved. These effects last for 1 minute.
3 The poison that fumes out of your body is radioactive. Any enemy within 10 feet of you must succeed on a Dexterity saving throw or have radioactive material destroy their body. Whenever a creature affected by this tries to move, they move in a random direction. In addition, any harmful spells they cast are targeted at themselves. Finally, the enemy attacks creatures at random, determined by a secret dice roll the DM makes. This effect lasts for 1 minute.
4 The poison that comes out of your body is rejuvenating. Any ally within 20 feet of you must make a Constitution saving throw. On a success, the Greater Restoration spell is active, with those who succeeded as the targets. In addition, any allies who succeeded also gain temporary hit points equal to half their hit point maximum.
5 The poison consumes your body entirely. For you, Gaseous Form is active, and so is the spell Cloudkill (No concentration needed), but you are the cloud. You can fly up to 20 feet on each of your turns. This lasts for 1 minute.
6 The poison explodes out of your body. You take 5d8 force damage, but you regain any expended spell slots. Along with that, you can make an attack with your Evoked Weapon immediately, and if you hit the creature, you can cast Contagion, without expending a spell slot. Any creature within 20 feet of you must succeed on a Dexterity Saving throw, taking 8d8 Acid damage on a failed save, or 4d8 on a successful one.

Chaos Entity Clan

You were subject to experiments by an otherworldly being, or are an archnemesis of one. To avoid being killed, you had to form exotic abilities, and transform your thoughts on life.

Chaos Warp

At 3rd level, you can alter the Weave in a different way, instead of how you would normally do it to cast spells. As a Bonus Action, you can expend a spell slot of 1st level or higher, then you can teleport a number of feet equal to 10 x the level of the spell slot expended. On another creature’s turn, you can use your reaction to cast Darkness, without expending a spell slot. The point of origin is where you teleported from. You can cast Darkness this way a number of times equal to your Wisdom Modifier, and you regain 1 use after a short rest. You regain all uses when you finish a long rest.

Interstellar Grapple

At 7th level, you know how to call upon the chaotic space, far above you. As an action, you can send otherworldly tentacles to grapple a target. That target must succeed on a Dexterity Saving Throw or be paralyzed. While paralyzed this way, the creature takes 2d6 Necrotic damage at the start of each of its turns, and you gain 1d6 hit points. The creature can make a Strength check at the end of each of its turns, ending the effect on a success. Once you use this, you can’t use it again until you finish a short rest. The damage increases to 3d6 at 11th level, and the healing increases to 2d6 at 11th level.

Astral Rejuvenation

At 11th level, you have such mastery over the forces of chaos, that you can use it to cure yourself and others. As an action, you can target a number of creatures equal to your Wisdom Modifier. They each gain a bonus to AC equal to your Wisdom modifier, until the start of your next turn. Once you use this twice, you can’t use it again until you finish a short or long rest.

Overarching Power

As an action, you can use all of your infused energy to become one with the chaos that you are formed from. For 1 minute, you have invisibility, as described in the Invisibility spell. In addition, you can cast Misty Step at will, without expending a spell slot, while you are in this form, at will. You can attack and cast spells while in this form, but when this ends, you gain 1 level of exhaustion, and you can’t move more than 5 feet on your next turn, as all of your chaotic energy was sapped out of you. You can’t use this again, until you finish a long rest.

Overseer Spell List

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Dancing Lights
  • Encode Thoughts
  • Friends
  • Green Flame Blade
  • Guidance
  • Indefinite Seer
  • Lightning Lure
  • Message
  • Minor Illusion
  • Oversight
  • Prestidigitation
  • Resistance
  • Shillelagh
  • Spare the Dying
1st Level
  • Absorb Elements
  • Alarm
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Healing Word
  • Mage Armor
  • Protection from Evil and Good
  • Puppet
  • Sanctuary
  • Shield
  • Sleep
  • Unseen Servant
2nd Level
  • Aid
  • Alter Self
  • Augury
  • Cloud of Daggers
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Flock of Familiars
  • Healing Spirit
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Misty Step
  • Phantasmal Force
  • Rope Trick
  • Shadow Blade
3rd Level
  • Animate Dead
  • Bestow Curse
  • Catnap
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Leomund's Tiny Hut
  • Phantom Steed
  • Revivify
  • Tongues
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Banishment
  • Conjure Minor Elementals
  • Dimension Door
  • Dominate Beast
  • Fabricate
  • Fire Shield
  • Locate Creature
  • Polymorph
  • Stone Shapr
  • Stoneskin
5th Level
  • Animate Objects
  • Bigby's Hand
  • Dispel Evil and Good
  • Geas
  • Greater Restoration
  • Telekenesis
  • Teleportation Circle

Oversight

Conjuration Cantrip


  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: 1 minute

A sentient eye appears in the area, within 5 feet of you. Roll initiative for the eye, which takes its turn freely. The stats are on the Monster Stat Block. It is friendly to you and your companions. It cannot take the attack action, but can take other actions as normal. It will obey any commands you give it, and it can hold one thing, up to 1 pound.

Indefinite Seer

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S
  • Duration: Instantaneous

A portion of an enemy's determination flows inside of you. Make a ranged spell attack. On a hit, the target takes 1d4 Psychic damage, and you gain temporary hit points equal to the number rolled on the die.

The damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.


Overseer Eye

Small Elemental, Unaligned


  • Armor Class 12 (Natural Armor)
  • Hit Points 2 (1d4)
  • Speed Fly 30ft

STR DEX CON INT WIS CHA
10 (0) 12 (1) 12 (1) 2 (-4) 8 (-1) 6 (-2)

  • Saving Throws Constitution, Wisdom
  • Damage Vulnerabilities Radiant, Piercing, Acid
  • Damage Resistances Bludgeoning, Force
  • Condition Immunities Incapacitated, Unconscious
  • Senses Darkvision 60ft
  • Languages Any language the caster speaks
  • Challenge Rating 0 (10xp)

Actions

Insightful Observation. The Overseer Eye takes the Help Action, than can immediately use Dash as a Bonus Action

Rejuvenation The Overseer Eye can use its action to target an ally. That ally gains 1d4 +1 hit points.

Gaze Any 1 creature of the Overseer Eye's choice must succeed on a Wisdom Saving Throw, or the Overseer Eye becomes invisible to that creature for 1 minute.

Credits : TheTechgnosticPsychonaut Ghost Mages and New Mage Armors
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.