Talk:Overlord (variant) (5e Class)

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i love it the stregnth and pure carnage that you can imagine just kill all who oppose you and take over kingdoms this is a very strong class thank you.--Alucarddragonborn (talk) 11:55, 1 December 2017 (MST)

You wellcome, but it´s not as strong as it may seem.--Name-less (talk) 11:56, 2 December 2017 (MST)
While the remaking of the broken overlord into this class has made it much better balance wise, the class still has problems, albeit much less serious problems. I would also like to say please read through Class Do's and Don'ts (5e Guideline).
  • The class has far too many features for a 1/2 spellcasting class and largely shouldn't gain features when it gains an ability score increase or spell slot level
  • You should not start with Half Plate which is worth 750 gold
  • The class has too many Terror points and should follow the monk's ki points progression
  • Sheepies part of Minions. You should not be required to roll 1d100 every time you or your minions kill an enemy to gain expended spell slots, health, ect. This needs to be removed or reworked to be usable.
  • Minions. This has numerous wording problems or is just unclear in places. Consider using the much clearer minions feature belonging to the overlord.
  • Minion's upgrade is not how armor and weapons work in 5e... see the rules of equipment in the PHB p. 143-148. Overall the effect is far to powerful.
  • Mistress's is a problem because features should not make your DM bend the story they are tying to tell, and overall is a pretty redundant feature(can't you hire a guard, drill sergeant, or something similar to accomplish the same thing?)
  • More Totems and Artifacts. This gives your minions extremely powerful equipment for next to no gold cost. This should be replaced with Extra Attack
  • Spellcasting. This class should not gain access to both the wizard and the warlock spell list. I would suggest creating a custom spell list or sticking to just the wizard spell list(or in this case sorcerer spell list since the class is quite powerful).
  • Minion Sacrifice. This is frankly unclear and too powerful. Consider changing the effect to gaining temporary hit points equal to your level that disappear after 10 minutes.
  • Absolute Domination. There should not be a feature for bending creatures to your whim, this entirely should be left up to RP or use of certain spells.
  • Furious Attack. By normal attack to you mean melee attack?
  • Overlord Resistance. Damage reduction is not a thing in 5e, see Class Do's and Don'ts (5e Guideline)
  • Overlords Taxes, Supreme Equipment, and Looting Overlord. The granting of gold/items is entirely under the discretion of the DM, again see Class Do's and Don'ts (5e Guideline)
  • Aura of Fear. Advantage needs to be circumstantial, consider providing just proficiency.
  • Primary Fear. This is already done by strike fear except this feature doesn't require additional saves to be made. It is an ok feature, but overall may be redundant.
I will leave the subclass features until later, but I suspect that they will have similar problems to the class. Overall this class is much more well balanced compared to the original overlord, but it has retained many of the problems the original had along with creating a few new ones.--Blobby383b (talk) 20:28, 2 February 2018 (MST)
thank you im working on it, i just take it in small steps.
  • If you take Overlord Resistance as a passive the it´s good to go.
  • The half-Plate have been changed to Breastplate.
  • Following the monk´s ki points sounds fair.
  • Sheepies shud only have been on minion kills. i have changed it a bit so its more balanced.
  • I have looked over the minion part, and i need you to expalne yourself a bit more.
  • Although minion upgrades are strong, there are AOE traps and dragons to kill minions easily. but I would like to hear your suggestions.
  • The Mistress is just a cool detail in the overlord description, in addition, your mistresses give some buffs. But you can hire more people if that what you thinking on.
  • More Totems and Artifacts, the alternative is that DM ensures that you can find weapons for all your minions or that you buy weapons intended for players at a blacksmith.
  • What is the big diffrence in spells, since you suggest from the sorcerer spell list?
  • Minion Sacrifice, the class is intended for a one-man company. Which is what is written in the top of the class.
  • Absolute Domination, I may not see how strong it is, so I will not defend it.
  • Furious Attack. that have been changed.
  • Overlord Resistance. DR is a thing in DND 5e. see PHB p197 (And there are Feats like "Heavy Armor Master" see PHB p167)
  • Overlords Taxes, i have a 100 people and it´s not worth the truble so i remove it. Infamus goes with it. Supreme Equipment, and Looting Overlord. is not something im going to look into this time.
  • Aura of Fear. I have balanced it a bit. That was my mistake.
  • Primary Fear. Maybe it's good enough to come along. I personally like it.
I look forward, too that you look through the class more. Name-less (talk) 08:46, 9 February 2018 (MST)
More info on the class's features below
  • For Sheepies you should still not roll percentile dice every time a minion kills a creature to gain something as it slows down combat greatly. Considering changing it to static number of uses that activates every time you or your minions kill a creature and make it so you regain all uses of the feature after you finish a long rest.
  • For minions, the totems allows your DM to either screw your PC over by giving you none or the DM can give you 10 and make you completely broken. The other parts of the minions feature is also unclear in many places.
  • For Mistress, you can consider adding it into the background of the class with something along the lines of "when a overlord starts to expand their influence they may start looking at acquiring mistresses". You should not force your DM to RP these characters and they should not provide a mechanical bonus to the class.
  • More Totems and Artifacts, I don't know what to say about this except for it being an overpowered and jumbled mess, and again, your DM can provide you with a game breaking amount of buffs and items for your stronghold which should not be done. This feature has no place in any version of D&D.
  • The warlock spell list has a number of incredibly powerful spells that is indented to be balanced based on you having an extremely limited amount of spells cast every day, the wizard spell list has almost every utility spell except healing, and the sorcerer spell list focuses more on damage and some utility(the spell list is much smaller than the wizards)
  • For minion sacrifice, the feature should not have % based effect.
  • Absolute Domination. It is a mind control affect that is gotten at the same level you get extra attack, also by RPing you can make conversations swing in your favor without having to make it a feature.
  • Overlord Resistance. Damage resistance is a thing in 5e, damage reduction is a not. Feats are also an optional rule that DM's can choose to not allow and feat's effects are not be considered standard. Please re-read p. 197 of the PHB and see Class Do's and Don'ts (5e Guideline) for specifics as well.
  • Gaining Money/Equipment as features. See the class guideline above and it is not fair to other players or to the Dungeon Master for you to gain additional gold or items beyond those regularly granted. It also doesn't make sense for you to automatically be granted more gold or items. How do you find additional gold or equipment that your DM doesn't say you find?--Blobby383b (talk) 09:36, 9 February 2018 (MST)
  • For Sheepies: Like 5 temporary hit points?
  • For minions: You don´t need the totems so you can´t realy be screw. Should there be a system for it? I'm thinking of making it a little easier to read.
  • The mistress: are a part of the background. You can´t force a DM to anything, you just give him a possibility. "they should not provide a mechanical bonus to the class" do you mean minions +1 ac?
  • More Totems and Artifacts: Im going to look through it again.
  • Spells: The warlock spell list have, Eldritch Blast, Hellish Rebuke, Enthrall, Conjure Fey and Glibness which the wizard does not have.
  • For minion sacrifice: the % workes fine for me.
  • Absolute Domination: Its the DM that sits at the end of the table, he can just say you fail to intimidate or persuade the creature(s)
  • Overlord Resistance: do you mean (p. 197) "Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage."
  • Gaining Money/Equipment as features: (me) DM have you rememberet my feat? (DM) Yes/No (DM) Decides what happens. Name-less (talk) 16:03, 20 February 2018 (MST)
Sheepies sounds fine
Minions. Creating a system for getting totems would help in both balancing it and making it easier to understand
You gain the feature every 6th level so at that level you gain a mistress. The feature literally forces RP upon the players/DM and creates a NPC based on your class just for you.
More Totems and Artifacts. This is mostly nonsensical, I would recommend replacing it with something like keep upgrades that provide clear examples of the bonuses they provide.
Spells. Hellish Rebuke is the main reason why the warlock spell list is strong, it allows you to use your reaction whenever you are damaged instead of whenever a creature moves out of your range and it increases the damage you deal every turn. The rest of the spell list is ok, but the spell list itself was created to be used by a pact caster(limited spell slots).
For minion sacrifice. Can this just be made 50%?
Absolute Domination. The feature by itself if far too powerful, it allows for things that could possibly be done by RP, and you get it at the same level of extra attack which hugely increases. There really isn't anything ok about this feature.
Overlord Resistance. You are indeed correct, but there is no damage reduction in all of 5e that covers every damage type so I will be changing to it just bludgeoning, slashing, and piercing.
Gaining Money/Equipment as features. You should not even be given the option of getting things that you shouldn't be able to acquire. Sticking the onuses on the DM to decide just skips the part where it wasn't allowed in the first place in an attempt to possibly allow it based on a DM's ruling.--Blobby383b (talk) 06:36, 23 February 2018 (MST)


I dont understand the artifacts can i get come clarification.

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