Overlord Magician (5e Class)
From D&D Wiki
- 1 Overlord Magician
- 1.1 Background
- 1.2 Creating a Overlord Magician
- 1.3 Class Features
- 1.4 Alter Ego
- 1.5 Super Tier Magic
- 1.6 Multiclassing
|“||You're in my way. Now you Must Die!||”|
|—Ainz Ooal Gown introduces himself as a Overlord Magician|
A Man Falls Asleep after playing his favorite video game he is a Lv100 magic user that can use top tier Magic but sadly the game is shutting down. But when he awakens he is still in the Game without know How He is an overlord of his own kingdom and NONE dare challenge him or his supreme power for he Rarely feels pain and has little compassion for any lowlife humans His magic his speed his power all trump those of weaklings.his name is Ainz Ooal Gown
The overlord magician was rumored to be the most advanced spell casters have supreme knowledge of all spells for he who holds this power will know ritchous termination and none will stand against him making the worlds his vessels and then the universe his home.
Creating a Overlord Magician
|art by SamEPG|
- Quick Build
You must first ask yourself, which overlord magician do you want to become: The ultimate spellcaster or do you love raising the dead or maybe just just maybe one to rule over the land with magical spells. You can make a overlord magician very quickly by following these suggestions. First, your Charisma should be the highest ability score, followed by Constitution. Afterward, you must choose the hellborn background.
As a Overlord Magician you gain the following class features.
- Hit Points
Armor: light armor
Weapons: daggers, darts, slings, quarterstaff's, and light crossbows.
Tools: alchemist tools
Saving Throws: Charisma, Intelligence
Skills: Choose 2 from Arcana, History, Insight, Investigation, Medicine, Religion, Intimidation, Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) a component pouch or (c) a Dungeoneer's Pack
- (a) any simple weapon or (b) an arcane focus or (c) an Explorer's Pack
- Two daggers
- If you are using starting wealth, you have 3d4gp in funds.
|Cantrips Known||Features||—Spell Slots per Spell Level—|
|1st||+2||4||Spellcasting, Necromancy Touch||2||—||—||—||—||—||—||—||—|
|4th||+2||4||Ability Score Improvement||4||3||—||—||—||—||—||—||—|
|6th||+3||5||Rite of Darkness, Alter Ego Feature||4||3||3||—||—||—||—||—||—|
|8th||+3||5||Ability Score Improvement||4||3||3||2||—||—||—||—||—|
|9th||+4||6||Negative Energy Touch||4||3||3||3||1||—||—||—||—|
|10th||+4||6||Alter Ego Feature||4||3||3||3||2||—||—||—||—|
|12th||+4||6||Ability Score Improvement||4||3||3||3||2||1||—||—||—|
|14th||+5||6||Alter Ego Feature||4||3||3||3||2||1||1||—||—|
|16th||+5||6||Ability Score Improvement||4||3||3||3||2||1||1||1||—|
|19th||+6||6||Ability Score Improvement||4||3||3||3||3||2||1||1||1|
|20th||+6||6||Undead Army, Super Tier Magic||4||3||3||3||3||2||2||1||1|
You draw on the negative energy in the world to fuel your spells.
At 1st level, you know 2 cantrips of your choice from the wizard spell list. You learn additional cantrips of your choice at higher levels, as shown in the cantrips Known column of the Necromancer table.
- Spell Slots
The overlord magician table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.
For example, if you know the 1st-level spell false life and have a 1st-level and a 2nd-level spell slot available, you can cast false life using either slot.
Spells known of 1st Level and higher You know two 1st-level spells of your choice from the wizard spell list.
The spells known column of the overlord magician table shows when you learn more overlord magician spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the overlord magician spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.
At 5th level you gain animate dead spell. This spell does not count towards your spells known.
- Spellcasting Ability
Intelligence is your spellcasting ability for your overlord magician spells, since the power of your magic relies on your knowledge of the undead. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a overlord magician spell you cast and when making an attack roll with one.
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your overlord magician spells.
Deals additional negative-type damage to the object being touched. Death occurs from being reduced to zero through this ability. (+1d6 necrotic damage per every 5 levels (max 4d6) & this damage reduces max HP at 20th level). When you deal damage to a creature you can use your bonus action to have them make a Constitution saving throw on a fail they become vulnerable to necrotic damage. You can use this feature a number of times equal to your Intelligence modifier before needing to complete a long rest.
At 2nd level you create for your self an alter ego some call it the Dark knight but you can call it whatever you want. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th levels.
At 3rd level you are considered undead and have resistance to poison and necrotic damage but you are vulnerable to radiant damage.
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.
Rite of Darkness
At 6th level your dark powers can heal you at the cost of a sacrifice as an action you can cause 1 undead creature you control to die and you gain hit points equal to its current hit points. You can use this feature twice between rest.
Negative Energy Touch
At 9th level your very touch can fill creatures up with necrotic energy as an action make a melee attack against a creature on a hit to reduce Hit Point Maximum. The creature takes 4d10 necrotic damage also its HPM is reduced by that amount when you kill a creature using this ability it is raised from the dead in 2d4 hours and is under your permanent control you can only have one creature under your control like this.
At 11th level your soul become corrupt allowing you to deal more damage to your foes you take the attack action your attack deals an extra 4d4 necrotic damage. Additionally you are immune to mind control.
At 18th level the power of the undead strengthens you along with your summoned minions all undead under your control have advantage on effects that turn undead. In addition All undead of CR 10 or lower instinctively wish to follow your commands the rest must contested insight check vs your deception check on a success they are now under your control. If you fail they are immune to this effect for 24 hours. You can use this effect equal to your proficiency bonus resting on a long rest.
The overlord magician stands in a distance and concentrates real hard and summons an army of skeletons and zombies. They clash with a lich´s army of undead as the two army clash the worlds shakes with a black aura. At 20th level you have become one with the undead allowing you to raise an army of them using a 9th level spell slot you can summon 15 skeletons and 15 zombies you can also spend additional spell slots to summon more undead.
- 8th level spell slot
10 of each
- 7th level spell slot
8 of each
- 6th level spell slot
6 of each
- 5th level spell slot
4 of each
- 4th level spell slot
- 3rd level spell slot
- 2nd level spell slot
- 1st level spell slot
Most classes or even all have archetypes but not you being a Master of the undead might not be as fun as you would have thought so you decided to make a fighter version of your self called the Dark Warrior you still have all your regular ability but can not use them and you can only cast spells up to the 5th level. Recommended don't write this on a character sheet it gets messy pretty quickly instead write it on a different piece of paper.
Super Tier Magic
Super-Tier Magic You have reached the apex of mortal magic and have now begun to tug on some of the very threads of creation that were previously only assessable by the gods. You can cast one type of Super Tier Magic per day as it requires the manipulation of a colossal portion of the Weave and further attempts will only succeed with a DC 28 arcana save. On a failed save you take 1 level of exhaustion, roll on the wild magic table twice, and take 4d12 damage as a magical backlash. Also Super Tier Magic can not be stopped and all effects that try to dispel magic or counter it are immediately nullified.
- Creation: It is a super-tier spell that can change the terrain itself. You have full control over all the terrane in a 1000ft radius centered on you and can change it once to your whim. You are unable to Such effects will disperse after 2d4 days.
- Fallen Down: Upon casting the super-tier spell, you call down a huge pillar of blue light from the sky that will burn so bright and hot that it will appear like the whole world has turned white. After a few seconds, it will leave behind an area burned to a cinder, devoid of life. This spell deals massive damage, especially to an undead-type enemy dealing Each creature you chose in a 40-foot-radius and infinite height cone takes 15d20 radiant damage and 15d20 bludgeoning damage, this damage bypasses all resistances and immunities.
- Iä Shub-Niggurath: You use this super-tier spell to summon a black cyclone of 40ft radios that instantly kills everything in its field of range (targets must make a con save v.s. your spell DC). This spell inflicts an instant-death effect, but it is practically useless against the undead, golems, and other beings which have no life. While it is effective against living players and enemies, it wont work on any creature of CR 23 or above. Additionally, the fallen victims caught in the cyclone are also sacrificed in order to summon monsters known as "Dark Young." The number of summoned Dark Youngs is proportional to the total number of sacrifices (total CR of creatures killed / 10 and rounded down). These creatures will disappear after 24 hours or at the casters whim.
- Pantheon: Once cast, this super-tier spell allows you to summon forth 2 "Adult Dawn Dragon" with holy-type magic under your full command.
- Dark Warrior
Starting at 2nd level you gain the following abilities.all equipment you are current wearing disperse into nothingness but reapers when you change back unless you don't want it to. and vice versa you can go into this form and out for 1 bonus action
- ability score change
- Full Body Metal Armor:
- Twin Great Sword:
Great Twin Sword: The two swords are created by the cunning of a rouge defying the determination of a dwarf and the intelligence of an elf and it has already been said that he had the souls of two brothers and sisters black dragon in them. These swords have attack bonus and damage increased by +1 at 2nd level, 9th level (+2) and again at 17th level (+3), and you are able to duel without any detrimental effect.
at 7th level you become more capable in battle you can now make an extra attack when you take the attack action on your turn.
- Black Armor Increase
At 7th level the black armor you wear becomes more sturdy granting a +3 towards your AC but hinders your spellcasting allowing you to only cast spells 4th level and below.
- Dragon Sword Return
At 15 level your swords are never with out their master and when thrown appear in your hands at the start of your next turn. They also deal 2d6 acid damage
- Black Dragon Master
At 20th level the dragons that contain themselves in your great swords urge to be awakened. As an action you can place your swords on the ground and they become enveloped a 20ft pillar of smoke which solidifies in the form of two adult black dragons. They have their own initiative in combat and if one dies it is reverted back into a great sword and can not be summoned back until you finish a long rest.
Proficiencies. When you multiclass into the overlord magician class, you gain the following proficiencies: