Overlord Magician (5e Class)

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Overlord Magician

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 favourite 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

Background

The overlord magician was rumoured to be the most advanced spell casters have supreme knowledge of all spells for he who holds this power will know righteous termination and none will stand against him making the worlds his vessels and then the universe his home.

Creating a Overlord Magician

b-overlord-overlord-anime-ainz-ooal-gown-anime-106592.jpg
momonga_by_samepg-d9smvcf.jpg
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.

Class Features

As a Overlord Magician you gain the following class features.

Hit Points

Hit Dice: 1d8 per Overlord Magician level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Overlord Magician level after 1st

Proficiencies

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.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Overlord Magician

Level Proficiency
Bonus
Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 4 Spellcasting, Necromancy Touch 2
2nd +2 4 Alter Ego 3
3rd +2 4 Undead Body 4 2
4th +2 4 Ability Score Improvement 4 3
5th +3 5 Alter Ego 4 3 2
6th +3 5 Rite of Darkness 4 3 3
7th +3 5 Alter Ego Feature 4 3 3 1
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
11th +4 6 Dark Soul 4 3 3 3 2 1
12th +4 6 Ability Score Improvement 4 3 3 3 2 1
13th +5 6 4 3 3 3 2 1 1
14th +5 6 Alter Ego Feature 4 3 3 3 2 1 1
15th +5 6 Negative Energy Barrier 4 3 3 3 2 1 1 1
16th +5 6 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 6 4 3 3 3 2 1 1 1 1
18th +6 6 Undead Control 4 3 3 3 3 1 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, Alter Ego Feature 4 3 3 3 3 2 2 1 1

Spellcasting

You draw on the negative energy in the world to fuel your spells.

Cantrips

At 1st level, you know 4 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.

Each time you gain a level, you can add two wizard 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.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your overlord magician spells.

Necromancy Touch

At 1st level you use an action to attempt to touch a creature via a melee attack roll, upon a hit deal 1d6 necrotic damage, if this damage reduces a creature's hit points to zero then it dies. The damage dealt increase to 2d6 at 5th level, 3d6 at 10th, 4d6 at 15th, and 5d6 at 20th level. In addition, at 10th level this damage is now able to reduce the creatures hit point maximum. In addition, 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 until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier. You regain any expended uses when you finish a long rest.

Alter Ego

At 2nd level you are able to use a bonus action to magically transform into a fabricated identity. You gain features for this Alter Ego at 2nd level and again at 5th, 7th, 10th, 14th and 20th level. Refer to the bottom of this page for said features.

Undead Body

At 3rd level you are considered truly Undead and as such your creature type changes to Undead and you gain resistance to poison and necrotic damage but you are now vulnerable to radiant damage. In addition you no longer need to Eat, Breathe or Sleep.

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 an undead sacrifice. As an action you can cause 1 willing undead creature under your control within 120ft to die, you gain hit points equal to its current hit points. You can use this feature a number of times equal to your proficiency. You regain any expended uses when you finish a long rest. In addition to knowing more about the world of darkness you gain proficiency in arcana, if you already have proficiency in arcana then you instead gain Expertise in Arcana.

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 the creature takes 4d10 necrotic damage, the creature's Hit Point Maximum is reduced by the same amount amount. When you kill a creature using this ability it is raised from the dead for 24 hours and is under your command for the duration, once this time is up the creature will turn to dust and die. In addition you can expend a usage of this power to maintain the undead and keep it under your command for another 24 hours. You can use this ability an amount of times equal to your proficiency bonus plus your intelligence modifier. You regain any expended uses when you finish a long rest.

Dark Soul

At 11th level your soul become corrupt allowing you to channel that corruption into your strikes and strengthen your mind. When you deal damage to a creature using a melee attack you may add an extra 4d4 necrotic damage. Additionally you are now immune to the Charmed and Frightened conditions.

Negative Energy Barrier

At 15th level you have figured out how to channel negative energy into an arcane shield around you. You can now use your Intelligence modifier to determine your AC instead of Dexterity. In addition you can channel through yourself to guide your strikes, you can now use your Intelligence modifier for your attack bonus and damage modifiers for attacks.

Undead Control

At 18th level the power of the undead strengthens you along with your summoned minions. All undead creatures under your control have advantage on Saving Throws against Turn Undead and cannot be destroyed by Destroy Undead. In addition all undead with an Intelligence of 5 or lower are non-hostile to you unless attacked or commanded otherwise. Any Undead creature which enters a range of 200ft, is of CR8 or lower, and has an Intelligence of 5 or lower immediately become friendly to you and obeys your commands.

You may use an action to attempt to exert your control over more powerful undead, any undead above CR8 within 200ft of you must succeed a contest of their Wisdom saving throw vs your Arcana check, on a Success they are now under your control. If they have an Intelligence higher than 5 then they make this check with advantage and if their Intelligence is over 15 then they can remake the Contest every 1d8 hours.

If you fail they are immune to this effect for 24 hours. Any undead creature above CR22 is immune to this effect.

You can use this effect a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

Undead Army

At 20th level you have become one with the undead allowing you to raise an army of them. By expending 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

5 Skeletons

  • 3rd level spell slot

5 Zombies

  • 2nd level spell slot

2 Skeletons

  • 1st level spell slot

2 Zombies

You can use this ability once per long rest.

Super Tier Magic

At 20th level 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 use an action to 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 check. 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. Super Tier Magic can not be stopped and all effects that try to dispel the magic or counter it are immediately nullified including Antimagic zones.

  • Creation: It is a super-tier spell that can change the terrain itself. You have full control over all the terrain in a 1000ft radius centred on the caster and can change it as you see fit. The terrain will return to it's prior state after 3d8 days.
  • Fallen Down: Choose a point within 200ft, 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. Each creature you choose in a 40-foot-radius and 1000ft high cylinder takes 15d20 radiant damage and 15d20 bludgeoning damage, this damage bypasses all resistances and immunities.
  • Iä Shub-Niggurath: Choose a point within 200ft, a black cyclone of 40ft radius appears at this point that instantly kills all creatures below CR5 and all creatures above CR5 must make a Constitution saving throw or take 10d20 necrotic damage and become vulnerable to necrotic damage (this does not affect the initial damage) on a failure or half on a success, if this damage reduces a creature to 0 hit points then it dies and is unable to be resurrected by anything less than True Resurrection or Wish as their soul is used in the next stage of the spell. Undead and Construct creatures are not affected by this spell. 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 added together divided by 10 and rounded up). For example, if 2 Blue Dragon Wyrmlings (CR3), a single Githyanki Knight (CR8), and 3 Stone Giants (CR5) were killed either by the instant kill effect or the necrotic damage, the total would be 29, divided by 10 for 2.9, round up for 3, so 3 Dark Young would be summoned. These creatures will disappear after 24 hours or at the casters whim.
  • Dark Dream: Once cast, this super-tier spell allows you to summon forth 2 Adult Black Dracoliches under your full command. These creatures disappear after 24 hours or at the casters whim.
  • Greater Weave Control: You bend the infinite power of the weave to your command. You either cast one spell which is upcast to a level 9 spell slot or you cast a level 9 spell. Verbal, Somatic, and Material Components are not required for this casting and the casting time is instantaneous.

Alter Ego

Growing either curious of the world with your Undead life or perhaps wishing to infiltrate mortal life you created a false identity, a pretend warrior which you may name as you wish. Whilst in this form you are unable to use your normal class features with the exception of Undead Body and Dark Soul (assuming you have either ability). In addition you are unable to cast spells above 5th level. You can change back and forth between forms as a bonus actions. Any damage taken whilst in one form transfers to the other when you change, if this damage would reduce you to 0 hit points it instead reduces you to 1 hit point. If your hit points are reduced to 0 whilst in your Alter Ego form you retain your form. It is recommended that you create a separate character sheet for this false identity as it can tend to get messy if you try and fit it on a single sheet.

Dark Warrior

Starting at 2nd level you gain the following abilities:

  • Equipment

When you change forms all equipment you are current wearing, with the exception of magic items that you are attuned to, disappears into nothingness but reappears when you change back and vice versa. Think of it as two separate inventories, with the exception of magic items you are attuned to which remain regardless.

  • Ability score change

Your Strength score becomes equal to its Intelligence score, you become proficient in simple and martial melee weapons, and your Hit Die changes to a d10.

  • Full Body Metal Armor:

Whilst in your Alter Ego form you gain a Pure Black set of Plate Armor which covers your form entirely. When wearing this armor your AC is 13 plus your Strength modifier.

  • Twin Great Swords:

Whilst in your Alter Ego form you gain two Great Swords which are said to house the souls of a brother and sister black dragon in them. These swords deal 1d10 slashing damage and are considered magical for the purpose of overcoming resistances. They have attack bonus and damage increased by +1 at 5nd level, 10th level (+2) and again at 17th level (+3).

Steadfast

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.

Black Armor Increase

At 7th level the black armor you wear becomes more sturdy. When you switch into your Alter Ego form you may choose to gain +2 AC at the cost of hindering your spellcasting ability, allowing you to only cast spells 4th level and below.

Whirling Blades

At 10th level you are now able to truly show your prowess with a blade as your Twin Great Swords are now able to be dual wielded as if they had the Light property. At 14th level you can add your ability score modifier to the damage roll of the bonus action attack.

Dragon Sword Return

At 14th level your swords are never without their master and gain the Thrown (range 20/60) property and when thrown will appear in your hands at the start of your next turn.

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.

Multiclassing

Prerequisites. To qualify for multiclassing into the overlord magician class, you must meet these prerequisites: Intelligence 15 and Dexterity 13.


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