Dominion Overlord (5e Class)
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- 1 Dominion Overlord
- 1.1 Hate Gauntlet
- 1.2 Creating a Dominion Overlord
- 1.3 Class Features
- 1.3.1 Table: The Dominion Overlord
- 1.3.2 Gauntlet
- 1.3.3 Hate
- 1.3.4 You're Too Weak
- 1.3.5 Hate Burst
- 1.3.6 Domination Path
- 1.3.7 Ability Score Increase
- 1.3.8 Extra Attack
- 1.3.9 Force Aura
- 1.3.10 Carnage
- 1.3.11 Dominion Over The Weak
- 1.3.12 Gauntlet Fury
- 1.3.13 Overlord's Strength
- 1.3.14 Dominion Over The Strong
- 1.3.15 Overlord Supreme
- 1.4 Dominion Overlord Archetypes
- 1.5 Multiclassing
|“||I was once a ruler of many lands, unrivaled by all, but death comes for us all. But not I. With so much power and so little time, I will achieve everlasting life. The gods will open the heavens to me so I can keep my power, but they do not grant me my request. No matter. The burning hatred I have will never cease, and those with the same hatred shall share my power.||”|
|—A quote from a dying overlord|
There are many conquering rulers throughout the land but none like these, wielding a powerful Gauntlet that thrives on hatred they use that power to gain domination over all things, no one knows the origin of the Gauntlet other than it houses a powerful being that has an undying hatred those who wear the Gauntlet of Hatred inherent the same hatred but is also granted with power like none other.
Creating a Dominion Overlord
A Dominion Overlord is a person who has an undying hate for the God's as has decided the only way to get back at them was to take all they hold dear something to reckon is a good backstory how did you come into contact with the Gauntlet did your hate become so strong that the Gauntlet couldn't stay away from you in anycase work with your DM to determine how you fulfil your roll of Domination and slayer of God's.
- Quick Build
You can make a Dominion Overlord quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Dark Lord background.
As a Dominion Overlord you gain the following class features.
- Hit Points
Weapons: Simple and martial melee weapons
Saving Throws: Constitution and Charisma
Skills: Choose two from Deception, Insight, Intimidation, Perception, Athletics, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword with a shield or (b) a battleaxe with a shield or (c) a Warhammer with a shield
- (a) one martial melee weapon or (b) two simple weapons
- (a) chain mail or (b) half-plate armor
- (a) a gauntlet and whip or (b) dungeons pack or (c) explorers pack
- If you are using starting wealth, you have 5d4 x 10 in funds.
|Features||Gauntlet Damage||Hate Points|
|1st||+2||Hate,Hate Gauntlet, You're Too Weak||1d4||5|
|4th||+2||Ability Score Improvement||1d4||11|
|6th||+3||Domination Path feature||1d6||15|
|8th||+3||Ability Score Improvement||1d6||19|
|9th||+4||Dominion Over The Weak||1d8||21|
|10th||+4||Gauntlet Fury, Domination Path Feature||1d8||23|
|11th||+4||Extra Attack (2), You're Too Weak Improvement||1d8||25|
|12th||+4||Ability Score Improvement||1d8||27|
|14th||+5||Gauntlet Fury Improvement||1d10||31|
|16th||+5||Ability Score Improvement||1d10||35|
|17th||+6||Dominion Over The Strong||1d12||37|
|19th||+6||Ability Score Improvement||1d12||41|
|20th||+6||Domination Path feature||1d12||45+Charisma Modifier|
At 1st level you have a blackish gauntlet with a crimson rim around it. It is a sentient item with Intelligence, Wisdom and Charisma scores of 12, each score increasing by 1 every time you gain a ability score improvement, becoming 13 at 4th level, 14 at 8th level, 15 at 12th level and 16 at 16th level. At 19th level, you can choose to increase one of the ability scores to 18. It communicates by talking common and draconic out loud and when it talks the crimson rim glows.
Its purpose is to instruct the wielder to use their hate to gain domination over all things. The Gauntlet can also break. It has an AC of 15 and hit points equal to half of yours. When broken, you can't use any Dominion Overlord features that require hate points. The Gauntlet will repair itself when you finish a long rest. The Gauntlet is immune to magic and cannot be removed.
The gauntlet is also considered a simple weapon you are proficient with, dealing 1d4 bludgeoning damage on a hit. As you gain levels in this class, this damage increases, as shown on the Gauntlet Damage column on the Dominion Overlord table.
- Grapple Throw
You can spend 1 hate point to attempt to grapple a creature that is your size or smaller. On a success, you can use your bonus action to throw it 15 feet away from you. If it hits a solid object like a wall or another creature, the creature takes 2d6 bludgeoning damage.
When hit with a melee attack, you can use 1 hate point to attack that creature with your gauntlet as a reaction.
As a bonus action, you can spend 1 hate point to gain a boost in power, as hate rushes through your veins. For 10 minutes, you count as size larger for the purpose of lifting, carrying, and dragging. You also gain Advantage on Strength saving throws and ability checks.
At 1st level, a Gauntlet of Hatred equips itself to your arm and stores your power. Your access to the hate is represented by an amount of hate points. Your dominion overlord level determines the number of points you have, as shown in the Hate Points column of the Dominion Overlord table.
When you spend a hate point, it is unavailable until you finish a short or long rest, at the end of which you channel your inner anger and loath back to your gauntlet, replenishing your hate energy.
Hate save DC = 8 + your proficiency bonus + your Charisma modifier
You're Too Weak
Weak creatures cant even harm you unless you allow them to. Starting at 1st level as a reaction to being hit, you can reduce all damage you take, except psychic and force, until the start of your turn by 2d10 + Constitution modifier for 2 hate points. At 11th level you can reduce the damage by 4d10. You can use this feature a number, of times equal to your Constitution modifier, regaining all uses after you finish a long rest.
At 2nd level, as an action and 1 hate point, you let loose a small burst of hate, causing all creatures within 10 feet of you to make a Strength saving throw. On a failed save, the creature takes 1d6 force damage and is pushed back by 10 feet. On a successful save, the creature is not pushed back and takes half as much damage. You can spend additional hate points a number of times equal to your level to increases the damage by 1d6 for every point beyond the first. At 7th level, the damage die increases to d8, and the range increases to 20 feet.
At 3rd level, The time has come for power to truly awaken choose a path of domination to follow each grants you power that will be used to rule several lands.
Ability Score Increase
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.
At 7th level your aura has become so strong that creatures have a hard time hitting you. As an action you can spend 5 hate points and have an aura that last for 1 hour. The aura has a radius of 10 feet and all ranged attacks are made within or that go in it have disadvantage and creatures who enter the aura must make a Strength saving throw or be pushed out. You can only use this feature 4x regaining all uses on a short or long rest. You can end the Force Aura as a bonus action.
At 7th level, your hatred spreads to weapons, giving them a boost in power. As a bonus action when you hit a creature with a weapon attack, you can spend 1 hate point to deal additional damage equal to the damage die of the weapon. This damage is force. You can spend up to 3 hate points, increasing the damage in three additional damage dices. At 15th level, you can spend up to five damage dices.
Dominion Over The Weak
At 9th level, you have walked down the long road, the road that leads you down the past of utter domination. You can use your action and spend 10 hate points, to try to control a creature. Touch a creature whose CR is no higher than your proficiency bonus. The creature must make a Wisdom saving throw or submit to your will for 1 hour, the creature is friendly to you and to your allies and obeying all your commands. In combat, you can command this creature's actions as a bonus action. At the end of the duration they repeat the saving throw ending it on a success if they fail they are still submit to your will for another hour if a creature fails this saving throw three times they permanently submit to your will. A successful saving throw make this creature immune to your control for the next 24 hours.
In addition, you deal 1d6 of additional damage to creatures with a d6 hit die or lower.
At 13th level your hate has taken your body to new heights of physical strength and you can now wield two handed weapons with one hand and oversized weapons with two hands. Also, your Strength score is considered 18, if it was lower.
Dominion Over The Strong
At 17th level, you have learned to twist the strong minds of the land and bend them to your will. As an action, you can spend 10 hate points to touch a creature with the CR no higher than your level + half your Charisma modifier. The creature must make a Wisdom saving throw or submit to your will completely for 1 hour, following the same rules as dominion over the weak. Creatures with a CR of 5 or lower have disadvantage on the roll. You can only have 2 creatures under your control at the same time while using this feature.
In addition, you deal 1d8 additional damage to creatures with a d8 hit die or lower.
The Overlord of Domination uses his gauntlet to defend against the most mightiest of spells. At 18th level your Gauntlet of Hatred grants you advantage on saving throws against spells, and you take only half damage from spells.
Dominion Overlord Archetypes
As they walk the mortal planes they are bursting with power none dare challenge them, those who are smart stay out of their way but those who wise befriend them with power like theirs the earth shall quake and oceans will roar and the very sky will darken as winds twist and swallow all on lower planes.
Dominion of Land
Starting at 3rd level you no longer need to use additional speed when walking through difficult terrain. You can use 1 hate point to increase your speed by 10 for one minute.
- Twisted Earth
Starting at 6th level as an action you can use 3 hate point to make 15 feet of terrain become difficult terrain, you also gain resistance to non-magical slashing,bludgeoning and piercing damage.
- Terra Control
Starting at 10th level you learn to draw power from the earth. As a bonus action you can turn your body into stone for 8 hate points. Your AC is increased by 4 and you gain resistance to bludgeoning, piercing, and slashing damage. For the duration, you are three times heavier than normal, and your movement speed is reduced to 0. You can spend up to 10 extra hate points when activating this ability to add +1 AC per 2 hate points spent. You can end this effect without requiring an action on your turn.
- Precipice Blades
At 15th level the land is now your to control and can cause it to move and throw off your enemies. As an action using 10 hate points you can cause the earth to make 4 stone spike in 60 feet in front of you. If a creature is in the area it must succeed a Dexterity saving throw or take 8d8 piercing damage, half as much on failed save.
- Earth Tremor
Starting at 20th level, With a single step you create a shake in the ground in such a matter that causes the Earth it self to crack open as an action and 20 hate points you can start an Earth Tremor that last for 10 minutes and can use a bonus action and 5 hate points to cause one of these effects.
- Magma erupts from a point on the ground that you can see within 120 feet of you,creating a 20-foot-high, 20-foot-radius flaming geyser. Each creature within the radius must succeed a Dexterity saving throw or take takes 20d6 fire damage.
- A tremor shakes the ground in a 80-foot radius around you. Each creature other than the you on the ground in that area must succeed on a Dexterity saving throw against your hate save DC or be knocked prone. Creatures who are concentrating must succeed a Constitution saving throw or lose concentration.
- The ground shakes vigorously causing the earth to split open in certain places you choose, you open 1d10 fissures in a 80 foot area, each fissure is 15 feet deep and 15 feet wide a creature who stands over a fissure as it opens must succeed Dexterity saving throw or fall into the fissure. A creature with Evasion does not benefit from it. A fissure that opens under a structure takes 50 bludgeoning damage and collapses if destroyed. Using this feature uses 15 hate points.
Dominion of the Sea
The ocean hides many creatures in its depths and carries a rage unlike any other with crushing waves and unstoppable tidal waves that will wash away your foes.
- Gift of the Sea
Starting at 3rd level, you gain a swim speed of 30 feet and you become Amphibious allowing you to breath both air and water, also by using one hate point you touch another creature to allow them to breath water for ten minutes.
- Shielding Wave
At 6th level, your hatred takes form as a small aura of water surrounds you, at the start of each of your turns you gain temporary hit points equal to your level, at 11th level you add x2 your Charisma modifier to the hit points.
- Gauntlet Wave
you learn to strike with the force of an almighty wave. At 10th level when ever you use the Carnage feature the creature must make a Strength saving throw or be pushed back 15 feet. Also you can make one more attack as a bonus action (Gauntlet Attack only).
- Crushing Flood
You bring the rage of the very ocean to your side in battle. At 15th level when you are near a large source of water you can use your action and 6 hate points too cause an area within a 30-foot radius to become difficult terrain for 10 minutes. When you activate this feature, all creatures within the area msut succeed on a Strength saving throw, or be pushed 10 feet back. You can move through the difficult terrain created by this feature freely.
You have complete dominion over the ocean and strike with intense force. At 20th level you can use your action and 10 hate points to gain these abilities for 5 minutes.
- when you make an attack against a creature, it and creatures in a 30-foot cone must succeed a Strength saving throw or be pushed back 20 feet, if you kill a creature with this ability you can spend 5 hate points to stay in this for for an extra minute.
- You have a pillar of water around you and ranged attacks made against you are made with disadvantage.
- As an action you can send water to surround a creature no larger than huge size it must succeed a Constitution saving throw or start to drown, a creature repeats this saving throw the start of its turn on another fail it drops to 0 hit points and can’t regain hit points until it can breath again.
- you regain hit points at the start of your turn equal to your proficiency modifier.
Once you exit this form you cant enter it again until you complete a long rest.
Dominion of the Skies
The heavens twist and thunder roars, signaling the coming of this Overlord of Domination and the dawn of true power. Those who choose this path will someday with enough power rule the sky once more.
- Power of the Sky’s
At 3rd level your attacks strike with the power of the sky all of your Gauntlet attacks deal lighting damage, at 5th level you can deal thunder damage and at 10th level you can spend 1 hate point to have all your attacks deal lighting or thunder damage for 1 minute.
- Twisted Winds
At 6th level, You cause the winds to boost you into the air small moments at a time you gain a flying speed equal to half your walking speed.
- Zephyr’s shield
At 10th level, Your body becomes attached to the azure itself granting you resistance to lightning and thunder damage, at 18th level when ever you take lightning or thunder damage you can as a reaction spend 1 hate point to gain the remaining damage as hit points instead.
- Thundering Fury
At 15th level, As you rule over the sky you create thunderstorms at will when you are outside you can use your action and 15 hate points to create a Tempest that is 1500 feet high and a 1500-feet radius that is 100 feet above you that last for 10 minutes you can only have one Tempest active at a time. The Tempest covers the sky and arcs lighting and booms thunder, as an action you use 5 hate points to cause 1d6 arcs of lighting to shoot down on creatures of your choice a creature must succeed a Dexterity saving throw or take 8d10 lighting damage or half as much on a success, as an bonus action you can cause the Tempest to boom causing creature in the area of the Tempest to succeed a Constitution saving throw or take 5d6 thunder damage on a fail and become deafened on a success they take half damage and are not deafened.
- Unbridled Storm
At 20th level you have the sky´s bend to your control and nothing but the strong can even come close to you. You gain the following features.
- You conjure an spiraling cylinder of wind in range for 12 hate points, which has a 45 foot radius and 40 foot height. This cylinder becomes difficult terrain for the duration, even for flying creatures. Unattended objects in this cylinder that are Large or smaller are pulled towards the center. A creature that starts its turn in the cylinder must succeed on a Strength save or be pulled to the center of the cylinder, and be restrained while it remains in the center.
- All creatures inside the cylinder take damage when you use this feature, and again at the start of each of every turn. The damage inflicted depends on how many objects and creatures are in the cylinder itself.
- Small or Medium. + 1d6 bludgeoning
- Large. + 2d6 bludgeoning
- Huge. + 3d6 bludgeoning
- The tornado last for 5 minutes or until you dismiss it as a bonus action you can only have one tornado action at a time. Also as a bonus action you can move the tornado for ten feet.
- Gale Force Wall
You push wind in from your direction as an action and 12 hate points you can push a gust of wind in a line of 15 x 50 feet and creatures in the area must succeed a Strength saving throw or be pushed back 30 feet this wind snuffs all unprotected fire creatures. If hit by a solid object the creature takes 2d8 damage for each 10 feet they where pushed.
- Earth Bind
The sky is ruled by the strong, the weak creatures of the world do not have right to fly like the strong do. As an action and 5 hate points you can make 50 x 50 feet area become unusable for flight all creatures in that area must succeed a Strength saving throw or plummet towards the earth,the area which you chose is also counted as difficult terrain.
Proficiencies. When you multiclass into the Dominion Overlord class, you gain the following proficiencies: in medium and heavy armor and simple and martial weapons.