Overlord, Variant (5e Class)
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This variation of the class is intended as a one-man-campaign. If you would like to use this class in a party, ask your DM for permission, make sure your DM have read the stronghold equipment so there is no doubt about anything. (make him look at the stronghold stuff) Under normal circumstances, I suggest Overlord (5e Class)
Stronghold building is a down time activity. If starting from nothing, the cost and times are listed in the DMG p. 128. The size is determined by how much is built onto or into it. By 7th level, the overlord in question should have been able to take over a small cave, an old tower or fort for starters. The increments on building and increasing should be listed in the DMG p. 128. These general guidelines should be followed with the exceptions to the minions that will build once the hive is collected. The browns will build above ground and below ground, while the reds will want to dig deeper. The Blues will want to create moats and underground springs while the Greens will want to create areas of foliage and other swampy areas. The minions build as gnomes and dwarves do as ratios in time.
Once you have chosen your stronghold you will receive a special ground keeper minion. He talks to you through the tower heart. His task is to give you good advice. (Usually DM who provide a quest or advice to solve a task).
"MASTER you must not forget the hive for each of our minion kind!!! We don't feel at home without them."(Upon gaining your stronghold you must find each of the corresponding hives in order to summon any bonus minions.)
The first 5 minions that are summoned from the overlord table are free and need not a hive as it is considered 'wondering masterless' minions. The Hives in general are the source of the type of minions in question. They reproduce the appropriate minions as needed up to the maximum number of minions you can have at the time. The hive is considered a large object and takes at least 5 minions to carry at a movement rate of 15. Each minion added to the carrying task adds a +5 to movement up to a maximum of 3 extra minions giving a total of movement of 30. The first hive should be mentioned to the player at first level and should be attained by the 7th. During this time the Overlord will also hear about another hive, the red hive attained by the 9th and you will have access to 5 Reds until then. The red hive will be inaccessible until the brown hive is attained, simply because of the hazards and number of enemies that are inadvertently protecting the red hive that sits in the middle of some fire hazard. During the quest for the red hive, the overlord may catch a glimpse of the blue hives location. Attained by the 11th yet be inaccessible due to water barriers, until the red hive is returned home and blues are unlocked who can carry the hive across the water hazard. Again during this quest the overlord may spot the green hive protected by noxious gases, as to the which he will need the greens to retrieve. Attained the green hive by the 13th.
Totems look like a piece of a totem pole specific for their function. Minions will have carvings of minions, the magic will have carvings of arcane spells or symbols and the health totem will have carvings of a healthy overlord doing overlordy things.
You should get a totem of every kind, every 2nd level. They only require 1 minion to carry it at a movement rate of 20, with a maximum of 3 minions carrying the totem for a total movement of 30 feet. Totems will be near and around other hives while some will be in really out of the way places. Sometimes a quest of their own is needed. Often, they can be used in the place of loot for a campaign quest, so the player may get a totem instead of magical loot. This can be a minion mini challenge for handling minions well, where it´s only the minions that can reach the totem. Or some other challenge.
"There are various totems throughout the land that increases the minion count by 5 for each one collected. Only 10 totems of each type exist at one time and may be in the possession of a aspiring Overlard. erm Lord."
"For the MASTER!!! Something shinny master, it makes your magic stronger!" (Magic totems gives you 1 new spell for each totem you have.)
"Oh MASTER the mistress's will be pleased! That totem makes you...oh master don't look at me that way, it makes me blush!" (Health totems increase your hp by +5 for each totem you have.)
"Once you get a place to rest your weary head master, it might be good to get a mistress or two for you...erm good pleasure master. We promise not to watch...much..." At certain points throughout your adventure, an overlord may acquire mistresses. There should be an good mistress, an evil mistress and one where you can decide her personality yourself. Each of these will be a npc at half of the overlord's level round down. They level with him, whether or not they are present.
"Master I can't pick this up by myself! Summon more minions master!" (Several large artifacts, as well as small ones lay about in lairs that need collecting to enhance your overlording skills. Like the anvil, forge, and furnace, and even the tower heart. Some of these increase minions abilities automatically upon summoning them, or some do other wonderfully devilish things.)
The first artifact should be the tower heart, it allows the overlord to teleport to the stronghold or any location the overlord has discovered. Minions can also open locations for the overlord. This should be discovered only after the overlord has claimed a stronghold as his, even if it is dilapidated. This artifact makes the ground keeper able to hear and see what the overlord hears and sees and he can talk to the overlord through the tower heart. Anyone that are within 10 feet of the tower heart can also hear and see what what the overlord hears and sees. Possession of this artifact allows the overlord to teleport up to 8 willing creatures within 10 feet of him and as many minions as he can have outside of his stronghold, as an action and 2 terror points. He can only teleport where there is ground.
Somewhere around the 5th level there should be a rumor of a blacksmithing brown minion and his lost forge equipment. Pieces like; anvil, forge, and furnace should be acquired and hauled back via the minions as mentioned above with some pieces requiring a minimum of 5 minions to move at 15 feet. These artifact smiting tools gives the overlord better equipment and the facilities to make his own equipment, or infuse minions into his gear as mentioned below. (1 minion work for 25g a day, 2 for 50g and so on)
The anvil Is the first you find of the forge equipment, usually in level 7. It gives the overlord the opportunity to have minions make equipment for the minions, both Weapons and armor. 1gp to create a weapon that gives +1 to attack/damage or an armor that gives +1 to AC. 2gp to create a weapon that gives +2 to attack/damage or an armor that gives +2 to AC. And so on, Up to a total of +3. (the tyrant overlord special ability allows him to make better armor for his minions, without having to pay extra) (This armor and weaponry only works when used by a minion.)
The forge Is the second you find of the forge equipment, around level 12. The forge gives the overlord the possibility of minion forging max 3 minions, into max 1 weapon or armor. (check the tyrant overlord, It does not count in your max minion forging if you have chosen the tyrant overlord)
The furnace Is the third you find of the forge equipment. around level 17. The furnace gives, if equipment is made at the furnace, the equipment gets the following. Armor get +3 to AC and 1 major beneficial properties. Weapons get +3 to attack/damage and 1 major beneficial properties. (Does not work on minions and can´t be given to minions)
Another set of artifacts should be mentioned later around level 10, called the brewery. Once you collected the brewery your minions get +2 to their Constitution, as well as the following; Browns get a +1 to Strength, reds get a +1 their Intelligence, blues get a +1 to their Wisdom, and greens get a +1 to their Dexterity.
Some statues are found around level 13, There are 4 large statues, one of each minion. They are 5x5 feet and 10 feet high. The statures give the following, the brown statue gives +2 to Strength and +1 to Constitution to browns. The red statue gives +2 to Intelligence and +1 Wisdom to the reds. The blue statue gives +2 to Wisdom and +1 to Dexterity to the blues. The green statue gives +2 to Dexterity and +1 to Constitution to the greens.
A big black throne is found around level 15, the overlords throne gives the overlord and all his ally +2 to AC and spell saving throws inside his stronghold. The throne is 5x5 feet and 10 feet high.
|“||Evil always finds a way. My supreme overlord.||”|
|—Gnarl introduces himself, Overlord|
It is an ugly thing when gods and deities start feeling hatred toward mortals, for this feeling can manifest into an evil that can create fiends and nightmares of all kinds. Sometimes this feeling of hatred can exist in other creatures then the divine themselves, such as a kid who was thrown into a well and left to die in darkness because his family was in a demon cult, a lady taken by bandits and then used as a servant and was harmed by them, or even a hero who is captured by necromancers and sacrificed to help them continue their work but rose by their own staggering willpower. These types of people can feel hatred beyond the limits of any dark god, and can sometimes manifest this hatred into a evil that will one day be a bane to all mortal and immortal beings.
Creating a Overlord
|A supreme overlord with his full might,|
When you create your character, think, what provoked them to be an evil overlord or have he been an overlord since the beginning? Perhaps they always had a hunger for power, drawing them to become such a being, or maybe they grew up in a royal family that's losing its power and reputation so your character decides to patch that up.
- Quick Build
As a Overlord you gain the following class features.
- Hit Points
Armor: Medium armor, heavy armor, shields.
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Charisma
Skills: Choose two from Deception, Insight, Intimidation, Persuasion, and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) a longsword and a Shield
- (a) one martial melee weapon or (b) two simple weapons
- (a) a chain mail or (b) a breastplate
- (a) an iron guantlet with a whip or (b) an iron guantlet with a dagger
- (a) a dungeoneer's pack or (b) a diplomat's pack
|Features||—Spell Slots per Spell Level—|
|3rd||+2||3||2||1d4||2||3||Evil Path, Minion Sacrifice||3||—||—||—||—|
|4th||+2||4||2||1d4||2||4||Ability Score Improvement||3||—||—||—||—|
|6th||+3||6||3||1d6||2||4||Evil Path Feature||4||2||—||—||—|
|7th||+3||7||4||1d6||2||5||Overlord Resistance 1, Weapon of Evil||4||3||—||—||—|
|8th||+3||8||4||1d6||2||6||Ability Score Improvement||4||3||—||—||—|
|10th||+4||10||5||1d6||3||7||Evil Path Feature||4||3||2||—||—|
|11th||+4||11||6||1d8||3||8||Overlord Resistance 2, Aura of Fear||4||3||3||—||—|
|12th||+4||12||6||1d8||3||8||Ability Score Improvement||4||3||3||—||—|
|14th||+5||14||7||1d8||3||10||Hatred Beyond Mind||4||3||3||1||—|
|15th||+5||15||8||1d8||3||10||Overlord Resistance 3, Dire Lord||4||3||3||2||—|
|16th||+5||16||8||1d8||3||11||Ability Score Improvement||4||3||3||2||—|
|18th||+6||18||9||1d10||4||11||Evil Path Feature||4||3||3||3||1|
|19th||+6||19||10||1d10||4||12||Ability Score Improvement||4||3||3||3||2|
Starting at 1st level, you can manifest your fury and hatred into power represented by terror and fear. Your access to this energy is represented by a number of terror points. Your overlord level determines the number of points you have, as shown in the Terror Points column of the Overlord table.
You can spend these points to fuel various terror features. You know four such features: Iron Gauntlet, Strike Fear, Furious Attack and Recall
You regain terror points equal to your Charisma modifier (minimum of 1) after you finish a short rest, and you regain all your terror points after you finish a long rest.
Some of your terror features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Terror save DC = 8 + your proficiency bonus + your Charisma modifier
Your gauntlet is your symbol of power and control, and you must not be afraid to use it once in a while. When you make an attack, you can spend a bonus action and 1 or more terror point to make an extra attack using your gauntlet, the damage by the gauntlet is determined by the Gauntlet Damage column of the Overlord table. When you spend more than 1 terror point, the number of your gauntlet dice damage will be equal to the number of the terror point spent, to a max of 4.
Your infamous reputation can make a single look from you drive a person insane with fear. As an action, you can spend 1 terror point to force any creature (or a group of them) within 30 feet of you to roll a Wisdom saving throw. On a failed save, the target will be frightened for one minute. If they are attacked by you or your allies during that time there are frightened, they must make a second save. They may repeat the saving throw at the end of their turn, and if they succeed they are no longer frightened and have advantage on saving throws against being frightened for one day. If they fail, they must use all of their movement to move as far away as possible from you for that minute.
Your anger and fury enhance your attacks, making them more destructive than ever. When you hit with a melee attack, you can use 1 terror point to force the target to make a Strength saving throw equal to your Terror DC. On a failed save, if the target is large or smaller, they are pushed in the opposite direction a distance equal to your Strength modifier(minimum 1) x 5 feet and get knocked prone, if the target is Large, it has advantage, if the target is Huge or bigger they are unaffected. On a successful saving throw, your target is only pushed 5 feet and only take the damage from the attack.
You can raise your gauntlet to make a War Horn Blast. As a reaction, you can choose to recall your minions. The minions that you have outside your stronghold will try to come back to you. The minions will take the Disengage Action while trying to come over to you.
At 1st level, whenever a friendly creature within 30 feet of you must make a saving throw saving throws against being charmed), the creature gains advantage on the saving throws. You must be conscious to grant this bonus.
At 2nd level, you learn to command your minions.
There are four types of minions, none of them are like the ones from Despicable Me. Each of the minions have different abilities and features. At 2nd level, when you first gain this ability, you can use a bonus action and a terror point to summon a minion within 30 feet of you. The four minions are brown, red, blue, and green. You may summon brown minions when you first become level 2, you can summon the other minion types when you get the hives of that color.
As an overlord, minions are your servants and will do your every bidding regardless of how insane it is. They are fanatically loyal to you and will lay down their lives for you even if it's merely for your amusement. However, they aren't very strong.
Minions love sheepies and killing enemies, you gain temporary hit points equal to half your level round up when your minions kill a creature.
"Occasionally a special named minion will be found master. It is a good idea to rescue these slime balls, and sometimes to give them a good kicking to motivate them! These minions will have some minor special purpose among your minions and castle. " (Work something out with you DM) (example. A special blue minion gives all blue minions + 1AC. A special green minion can produce food for 5 medium creatures a day. A special red minion might do an additional 1d4 damage on its attacks.)
As you go on adventure you will find a special minions at levels 4, 8, 12 and 16. (If one of these dies, you must find a replacement from the minions that you have.)
You may only use as many minions as your level allows outside your stronghold, as explained on the overlord class grid. (Besides for totems and path). There is no limit on how many minions you can have in your stronghold. Never will a minion willingly betray you, but if two overlords confront each other, minions will usually flock to the greater overlord. If two overlords are in combat with one another, the higher level one steals the loyalty of the minions from the other overlord's ranks until his maximum minion limit is reached. If any minions of his die or are sent away during the combat, he does not receive further minions from the other overlord.
"That's mine! Shiny! Ohhh when i was a young minion the things i would put on my head!" You may equip your minions with simple melee weapons (Minions can use improvised weapons and armor increasing their effectiveness in attack/damage or AC by 1 for each improvised item they use, maximum +3 in attack/damage and AC. They get no improvement for using the same thing twice. Things like pots, forks and even pumpkins are useable. They will automatically equip the better loot when near it and discard the lesser, so it's possible for the same gear to be passed on to the lesser minions until it is no longer useful. The minions keep this gear until they die for good and then the gear can be passed on to the living minions.
When you reach 2nd level, you augment your terror powers with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 from the wizard spell list.
- Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level and again at 17th level.
- Spell Slots. The overlord 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
- Spells Known of 1st-Level and Higher. You know two 1st-level wizard spells of your choice.
- The Spells Known column of the Overlord Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a wizard spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
- The spells you learn at 8th, 14th, and 20th level can come from anywhere.
- Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a wizard spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
- Spellcasting Ability. Charisma is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Your gauntlet can act as an Arcane focus for your spells.
At 3rd level, you choose an evil or good path. Each path empowers you in a specific type of evil/Good energy. Your path allows you to choose from its unique powers in the form of your class features, and you also gain specific spells for the path. Choose between Dark Overlord, Hellish Overlord, Tyrant Overlord, Buffing Overlord, Charming Overlord, Minion Hoarder Overlord, Looting Overlord, all detailed at the end of the class description. The path you choose grants you features at 3rd level and again at 6th, 10th, and 18th level.
When you reach 3rd level, you gain the ability to instantly kill a minion and absorb their life force. You may use an bonus action to pick up a minion under your control and kill it instantly to regain twice of it's remaining hit points.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
Ability Score Improvement
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.
At 5th level, you may attack twice instead of once when you take the attack action on your turn.
At 7th level, an overlord should not fight with weak people. Bludgeoning, piercing, and slashing damage that you take is reduced by 3. (Damage reduction is before resistance, 0 is the lowest damage you can get)
At higher levels: At 11th level this becomes 6 less damage. At 15th level this becomes 9 less damage.
Weapon of Evil
At 7th level, an overlord is only effective if he has a weapon that matches his terror and brings fear to the hearts of others. As a bonus action, you may spend 2 terror points to enchant a melee weapon you are holding for 1 minute. This weapon deals 1d4 additional damage for the duration and is considered magical if not already for the purpose of overcoming resistance and immunity. After you enchant a weapon, you can't enchant another weapon again until you complete a short or long rest.
Aura of Fear
At 11th level, the overlord becomes so feared, that you gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. If you are using Strike Fear, they have disadvantage on their saving throws.
Hatred Beyond Mind
At 14th level, your hatred against others makes you immune to mind control. You have resistance to psychic damage, you are immune to any effect that would sense your emotions or read your thoughts, and the charmed and frightened condition. The Feature even foils Wish spells and spells or effects of similar power used to affect your mind or to gain information about you. And you gain proficiency in Wisdom saving throws.
At 20th level, as an action you can summon 10 minions within 30 feet of you without using terror points to summon them. You get resistance to a damage type of your choice for 24 hours. You regain use of this feature after you finish a long rest.
A dark overlord often has powers related to the plane of Shadowfell. They don armor ranging anywhere from dark grey to coal black. They mainly focus on driving fear into the hearts of their enemies and choking control out of their subjects with terror. When you select this path, you gain proficiency in Intimidation. If you already have it, you get double your proficiency to all intimidation rolls.
At 3rd level when you first select a dark path, you get the option to use 1 or more terror points to equip your next attack to deal an extra 1d4 necrotic damage equivalent to the amount of terror points you spend to use this ability and heal that much as well. If the attack hits, the target may make a Constitution saving throw equivalent to your terror DC, if they succeed, they take only half the bonus necrotic damage and you do not heal from this attack.
At 6th level, you gain the ability to use an action and use 3 terror point to force an enemy within your sight to make a Charisma saving throw against your terror DC. If it succeed, it is unaffected, but if it fail, you and your minions have advantage on attack rolls against it until 1 minute passes. You regain use of this feature after you finish a short or long rest.
At 10th level, you gain an aura that emanates fear towards all creatures around you, you emit a 20-foot radius aura. It is centered on you and moves with you. Any hostile creature entering the radius must make a Wisdom saving throw equal to your terror DC. If they fail, they have disadvantage to attack you and your minions until they leave the circle. They may repeat the saving throw at the end of every turn and if they succeed, they are immune to the effects of Mad Terror for a day.
Command of Fear
At 18th level, you gain the ability to bend intelligent creatures to your will with the power of fear. You may use terror points equivalent to half of the target creature's level/challenge rating (rounded up) to force it to make a Wisdom saving throw equivalent to your terror DC. If it fail, it is charmed by you and will obey your commands as long as they don't obviously go against the creature's nature. If you command it to do anything that would be against it´s interests, it may repeat the saving throw. If you command it to do anything that would harm itself or are damaged by a creature friendly to you, it repeat the saving throw with advantage. If it succeed any of the saving throws listed above, it is immune to the effects of Command of Fear and the effects of Mad Terror for 24 hours. You regain use of this feature after you finish a long rest.
Hellish overlords seek chaos and destruction or everything within their iron grasp. They are known for summoning fiends and only wearing armor made to look truly evil such as black iron mixed with volcanic rock. Upon selecting this path, you gain the ability to speak either Infernal or Abyssal, if you already speak both, you gain proficiency to Charisma checks made against fiends.
At 3rd level when you first pick this path, you gain the ability to create a ghastly scream that stuns enemies. You may use 2 terror point to force hostile creatures within 30 feet of you to make a Charisma saving throw equivalent to your terror DC, if they fail, they are stuned until the start of their next turn. If they succeed, they are unaffected. You regain use of this feature after you finish a short or long rest.
At 6th level, you gain the ability to deal more damage to weakened foes. You may use 2 terror point to make you deal 1d4 more damage to foes equivalent to the amount of hit dice they have missing (i.e. if an enemy has only 2 out of 5 hit dice remaining, you deal 3d4 extra damage to them) for 1 minute.
At higher levels: At level 10, the damage die increases to d6. At level 18, the damage die increases to d8.
Call of Hell
At 10th level, you gain the ability to summon fiends to aid your vile machinations. You may use an action and use terror points to summon a fiend corresponding to your alignment, devils for LE, demons for CE, and yugoloths for NE. The fiend you summoned must have a challenge rating equivalent to as many terror points you expended for this feature. The fiend will serve you for no more than 1 day and returns to it's respective plane after that, it may not summon more fiends to it's aid using the summoning variant rule. You may not kill the fiend and if you willingly attempt to harm it, it returns immediately to it's plane. You must complete a long rest before using this feature again.
At higher levels: At level 20, two fiends are summoned in place of one for the cost of one.
At 18th level, you may use an action to spray a field of black oozing muck which creatures within will be rent asunder by hordes of demon claws. You may use up to 10 terror points to spray a tar-like substance from your gauntlet which will stick to 20 x used terror points feet of space on any solid surface. Any creatures hostile to the overlord will take 1d10 slashing damage and 1d10 bludgeoning damage from demonic claws and fists attacking them on all sides and they take 1d12 fire damage per turn in the area of demonic pitch. Also, if they ever receive the condition of prone within the demonic pitch, the bludgeoning and slashing damage doubles and they must make a DC 17 strength check to get back to their feet due to the merciless armies of demon claws (get it?). Demonic Pitch within 5 feet disappears when exposed to a vial-full of holy water and an area of 15 feet will clear of pitch if the Bless spell is cast upon it. The Demonic Pitch disappears when you dispel it as a bonus action, after you drop to 0 hit points, or 1 minute has passed in sunlight (the pitch disappears in 1 hour otherwise). You regain use of this feature after you finish a long rest.
Tyrant Overlords focus purely on conquering and ruling property with the usage of their minions. They are often Lawful Evil but they can be any evil alignment. They are known for donning sharp imposing armor that often makes them look taller and decorated with their colors. They often take rich pleasures in their pastimes such as enslaving foes and sending them to fight to the death in arenas against their ever loyal minions or lounging in lush gardens being catered to by minions and concubines. When you pick this path, you may equip your minions with martial melee weapons and non-magical armor up to AC 15. If you encounter an enemy overlord (as stated in Minions: Control) your Charisma modifier counts towards your level when determining who gets each-other's minions.
At 3rd level, when you first select this path, you can make your minions go BOOM! You can use an action and 1 terror point to pick up a minion within 5 feet of you and shake them vigorously, making their eyes glow and mouth froth with red light. You may release the minion (Or let it blow up in your hand for some reason) and command it to run towards a target within it's movement speed. When it's turn is over or it dies, the minion explode in a fiery blast dealing 2d6 fire damage and 2d6 force damage to structures and creatures within 10 feet of them, knocking Medium or smaller creatures prone if they fail a Strength check equal to your terror DC and dealing double damage to structures.
At 6th level, you gain the ability to force people under your control. You may use 1 terror point to force a defeated enemy or anyone frightened of you to make a Charisma saving throw against your terror DC. If it fail the save, it is charmed by you and will do your bidding whatever it is. If you attack it, the effect is immediately broken, if you command it to do anything that would harm it, it can repeat the saving throw, if it would kill or gravely harm it, it make the save with advantage, otherwise its duration is 8 hours. You must complete a Short or Long rest before repeating this power again and you can have no more than a combined level/CR of 5, creatures under your control.
At higher levels: At 10th level, you gain the ability to force 3 people under your control at ones. At 18th level, you gain the ability to force 5 people under your control at ones, and the combined level/CR of the creatures you can have under your control is increased to 10.
At 10th level, you can resurrect fallen foes... as minions. After slaying an enemy of level/CR 2 to level/CR 10, you can use terror points equal to it´s level/CR when it was alive and it is reincarnate as a minion under your control with it´s Health, Armor Class, Strength, Constitution, Dexterity, and any natural weapons unless the minion's natural weapons are better. You must complete a short or long rest before doing this again.
At higher levels: At 18th level, it is Increased to level/CR 5 to level/CR 14.
At 18th level, you can sacrifice your loyal minions to permanently imbue weaponry or armor with elemental powers. You can use up to 3 terror points and that many minions to fuse their power into a weapon or a set of metal armor. A weapon will gain a permanent attack/damage bonus of how many minions you sacrificed to make the weapon with damage type related to the sacrificed minions, brown minions add bludgeoning damage to the weapon, red minions add fire damage, blue minions add cold damage and green minions add poison damage. If the object imbued is armor, it receives resistance to the respective damage listed above and a perminent AC bonus of how many minions you sacrificed. You can only have up to 3 imbued weapons at a time and only 1 suit of armor at a time. Minion Forging makes the weapon or armor count as magical. You must complete a long rest before imbuing another object.
When you choose this path you can switch out your wizard spells for cleric spells that can affect your minions. This spell can be extended to another minion for 1 terror point per minion.
At 3th level, you gain the ability to use an action and 1 terror point to give all your minions +3 Temporary Hit Points for 1 hour.
At higher levels: At 6th level, you may use 2 terror points to give you minions +6. At 10th level, it´s up to 3 terror points and +9. At 18th level, it´s up to 4 terror points and +12.
At 6th level, you learn to use you dark power to buff you minions. You may use an action and 1 terror point to give all your minions +1 to attack rolls and damage rolls for 1 hour.
At higher levels: At 10th level, you may use 2 terror point to give you minions +2. At 18th level, You may use 3 terror point to give you minions +3.
Legion of Honour
At 10th level, because you want to protect your minions, you learn how to use you anger to make them tougher. You may use an action and 1 terror point to give all your minions +2 AC for 1 hour.
At higher levels: At 18th level, You may use an action and 2 terror point to give all your minions +4 AC.
Minion Ability Score Improvement
At 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 for your minions. As normal you can't increase an ability score above 20 using this feature.
Instead of killing your enemies, put them to work!!! Inspire them to work harder!!!
Very similar to Buffing Overlord, except this applies to your slaves! erm servants! Use terror points to increase the effectiveness and individuals effected. You are guaranteed one free servant at each of these levels. If one of these dies, you must find a replacement.
When you take this path at 3rd level, add "Charm Person" to your list of spells known.
At higher levels: At 6th level, add "Suggestion" as well. At 10th level, you can use 1 terror point while casting charm person. If you do, the person charmed does not realize they were charmed when the effect ends.
At 6th level, when casting a spell that inflicts the charmed condition, you can use up to 3 terror points to increase your spell save DC by 2 per terror point spent. These must be spent as you cast the spell and before they roll their saves.
At higher levels: At 10th level, this limit increases from 3 terror points to 5 terror points.
At 10th level, the overlord learns how to get people to work for him. You get proficiency in the Persuasion skill, if you already have proficiency in it, you can double your proficiency bonus.
At 18th level, if none of your minions or allies have attacked yet this combat, you can activate this feature and force everyone in a 60 foot radius to make a Wisdom saving throw equal to your terror DC. All who failed must attempt to reach a diplomatic solution for at least 1 hour before starting combat. You regain use of this feature after you finish a long rest.
Minion Hoarder Overlord
"Whats with you master!?! This isn't Poke e minion you don't have to catch them all, unless you want to master."
Starting at 3th level, your minion hoard increases by +5 at 3rd, 6th, 10th, 18th levels, and at each of these levels you also gain an additional special minion.
Starting at 6th level, the first time a brown minion get killed it remains standing with 1 hp left. If you have any brown minions that have used this feature it regain use of this feature after you finish a long rest.
At 10th level, you red minions no longer get disadvantage when they are attacking and a hostile creature is within 5 feet of them.
Starting at 18th level, when your blue minion is going to get a fallen minion it can´t be affected by magic and it doesn't provoke opportunity attacks.
"Ohhh Treasure, for the overlord!" This path gives the overlord the "Detect Magic" and "Identify" spell to their spell list.
At 3rd level, once a week a minion will happen upon a minor magical item.
At higher levels: At 6th level, this item becomes a non consumable magic item. At 12th level, a rare magical item. At 18th level the item type can be even greater than rare.
Lucky in Fights
At 6th level, your weapon attacks score a critical hit on a roll of 19 or 20. (The effect also works for minions)
At higher levels: At 18th level it's 18-20.
Eye for Worth
At 10th level, you know what Art Objects and Gemstones are worth when you see the item.
At higher levels: At 18th level, you know what a magic item is worth when you see the item.
Knowing the Location
At 18th level, you learn the secrets of selling magic items (DMG p. 130). You get a +20 modifier when you trying to sell a magic item, and use only half the days to find a buyer or failing to find a buyer if that the case.