Talk:Overlord, Variant (5e Class)

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Need to change the photo, it is copyrighted. Azernath (talk) 00:20, 23 August 2015 (MDT)

I've changed it to the thumbnail on deviantArt. Marasmusine (talk) 01:45, 23 August 2015 (MDT)

Hi there, my name is Azernath. I am the creator of the Overlord Class, and I was hoping if you can create a user ID here in the Wiki so we can talk easier because I like what you did with the Overlord and would like to talk to you even more about the class. Call me one this user name when you create your user ID. Azernath (talk) 10:01, 26 October 2015 (MDT)

Just to point things out, this is not the overlord from the overlord video game. It should take inspiration from that character, but it also should feel like a different experience. Azernath (talk) 14:50, 26 October 2015 (MDT)

As a DM[edit]

If your a DM how dosen´t wanner bother with the Artifacts, simply don´t use them in the game. Remember to talk with the player so he does not expect to get them, and never gets them. Name-less (talk) 04:42, 4 April 2018 (MDT)


I dont understand the artifacts can i get come clarification. —The preceding unsigned comment was added by Alucarddragonborn (talkcontribs) . Please sign your posts!

Well i was planing on making it a bit easyer to read later today. Then you can ask again. Name-less (talk) 00:48, 25 February 2018 (MST)
Hopes this helps, if not then write here again. Name-less (talk) 09:32, 26 February 2018 (MST)

The overlord resistance is a bit to under powered and is fairly useless if an overlord shouldn't have to fight weak people shouldn't the reduction just be regular resistance or at least use the 3.5e resistance.alucarddragonborn

it was a bit weak but Blobby383b was faster than me this time. weak people typically means peasants and city guards, so a low number is fine. Besides resistance would be too strong as he can do many things. We should try to keep it 5e, and not 3.5e.
If you think it can be balanced in another way, I'd like to hear it Name-less (talk) 07:37, 23 March 2018 (MDT)

Problems With The Class[edit]

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)
  • Sheepies is the only healing the overlord has, so 5 temporary hit points is way too little.
  • If you have a system for the totems the i like to hear it.
  • The DM can just say he does not want the mistress part in the campaign.
  • Hopefully it's helped with totems and artifacts with the update.
  • Im going to remove the warlock spell list then.
  • For minion sacrifice is the % realy that much trouble for you?
  • Overlord Resistance is somthing i have to try over a few sesions. But sounds reasonable.
  • Gaining Money is part of the original overlord, i don´t wanner change too much without the creator's permission.
  • Equipment i think its cool, besides there are stronge magic items in the book. Name-less (talk) 03:59, 11 March 2018 (MDT)
  • I've tried with Sheepies a bit and it's too slow. We try your idea. (the 5 temp hp)
  • My DM is realy good at putting totems into the game as a reward, so if there somthing wrong here i need you to specify a bit.
  • Removing the warlocks spell list have had almost no effect on my game play, so the overlord dosen´t need it.
  • I still have no problems with Minion Sacrifice as it is.
  • Overlord Resistance is lot better with what you did, so it stays that way.
  • Tell me what you thinking about Supreme Equipment.
  • I removed the old thing the overlord got in lv 14, because Hatred beyond mind gave more meaning. Name-less (talk) 15:09, 25 May 2018 (MDT)
  • The 5 temp hit points could potential be changed to you gain temporary hit points equal to half your level (minimum of one) when you kill a creature.
  • I finally figured out how to express what is wrong with the feature. It is the fact that DM's shouldn't be able to change the very power level of the traits/features of a race/class/ect and the power level between a overlord with totems and one without is far too vast.
  • The class already had a good spell list(wizard), so removing the warlock spell list should be fine unless you are trying to overuse certain powerful spells
  • It is the % die rolling which is a problem and the fact that if you get lucky you could heal for a ton hp by continually summoning minions and healing off of them
  • Overlord Resistance as a feature is fine, but the class still shouldn't gain too many features when you gain an ability score increase or a spell slot level(look at the paladin and the ranger, I also mentioned this months ago but the topic wasn't brought up again)
  • Equipment should not make a class's features more powerful, the equipment in general is far too powerful as the base class itself is already very strong, and a class shouldn't gain gold/equipment that a DM doesn't say you get.
  • The class is better, but I still see a ton of minor wording problems(terror points isn't capitalized, see the Ki feature, what does the +1 on the Iron Gauntlet feature represent, a few random words are capitalized, Aura of Fear should use Intimidation, Hatred beyond mind should be capitalized and charmed and frightened should not be capitalized, how is the Supreme Being feature used(action?), ect.--Blobby383b (talk) 22:07, 25 May 2018 (MDT)
  • for sheeping lets try "Minions love sheepies and killing enemies, you gain temporary hit points equal to half your level (minimum of one) when your minions kill a creature."
  • for the totem part i can see what worryes you, so we can put a "every 2nd level you should get one of each totem" in the text if you want me to.
  • theres is a limited on 2 minions you can sacrifice.
  • Overlord Resistance is more of a passive then a feat, which is the reason i placed them where you get a new spell slot level. i can put Weapon of Evil to level 7, and Minion Sacrifice to level 3 if you want me to.
  • Supreme Equipment is strong in its own way but theres still magic items theres stronger in the DMG. You say the class strong, but im the weakest in my party of 4 people. If you have an idea to instead of Supreme Equipment then i would like to hear it. (we can look at the gold part later, i would like to test it myself first)
  • this part is a bit confusing but, if you see wording problems the please help fixing them. The +1 on the Iron Gauntlet is just going to make the Iron Gauntlet, a +1 Iron Gauntlet. Aura of Fear makes Intimidation better. I fixed some of the wording problems listet above, and i changed Supreme Being to an action.
  • I was thinging about removing the misstresses part, to make the class easyer to read. I would like that the minions got a buff in another way.Name-less (talk) 03:30, 27 May 2018 (MDT)
  • Sheepies is good.
  • That sounds like a good potential solution for totems.
  • Sacrificing minions for hit points is fine, but the % chance of regaining a terror point could allow you to summon a minion with a terror point, heal yourself from that summoned minion, and regain a terror point. You should likely be able to use the feature more in exchange for getting rid of the possibly of regaining terror points
  • See last point below
  • The distribution of magical items varies greatly campaign to campaign(from no items to tons of them) and their distribution is controlled by the DM. What the feature does provide is guaranteed magical items that boost the power of the class substantially.
  • I did go through and fix a few capitalization errors so there is that. As for the gauntlet, a +X magical item is not adequately described, the feature should explicitly state what bonuses it gives as a +1 magical item isn't clear (+1 to AC/spell attack rolls/attack and damage rolls/bonus to skill/checks/some other bonus).
  • I changed mistresses so the feature is mostly fluff, feel free to add to it.
  • I also made many edits to the class to improve the power of the class(bonus action summoning minion, changed around the levels you gain features, and reworked Weapon of Evil to be better). With these changes, the class's power level should be more consistent and/or comparable to other classes.--Blobby383b (talk) 15:41, 29 May 2018 (MDT)
  • The totems part should be fine, atleast i try it out.
  • I removed the % for Minion Sacrifice. More gives a lot of healing.
  • So i removed suprime equptment, i see if we should put somthing in after a few trys.
  • As for the part of you fixing the capitalization errors, it looks good.
  • I fixed the gauntlet part.
  • The mistress rework looks fine, its a lot easyer to read.
  • I changed a bit of your work, (removing supreme equipment, putting a few feats together so it looked a bit like the monk class, and making some room for spells improvment)
  • I diden´t want this class to be stronger then other classes on a base form, it should be so if the player spendet time preparing for a enemy he knew was comming, so he had to work for making it easyer for himself. In my opinion a overlord preparies for everthing, which the class should help with if you picked the right things Name-less (talk) 10:01, 31 May 2018 (MDT)
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