Class Name: Overseer
Vaults of Resonance Content
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.
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: Tinker’s 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
- Tinker’s 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.
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.