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 73.147.202.167, 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)
Questions[edit]
Do you need to have evil alignment to get an evil path what about a good alignment for good paths? what about if you are neutral?--DtheDnonator (talk) 15:28, 20 April 2020 (MDT)
- How your asking the question it's more of a personal opinion your looking for, but i hope my answer help. In a mechanical sense it would be evil to evil and good to good. There are exceptions to this rule, so it's up to your DM. In terms of an "overlord" a neutral alignment doesn't seem like something that would happen, but feel free to try and tell me how it went.
I dont understand the artifacts can i get come clarification. —The preceding unsigned comment was added by Alucarddragonborn (talk • contribs) . 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)
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.
A story about a Overlord[edit]
To start things of, I am playing in an evil D&D 5e campaign for almost 3 years now. I´ve been playing D&D for 6 years. Once every month, we play for 27hrs per session with sleep over and we eat together. We´re all friends outside of the game. We are a party of 10 players and one DM. Due to how many there are in our group, there are always some that can´t come to play. We are taking turns as the DM, and I was talking about I wanted to play as an evil overlord and I wanted to use the homebrew variant overlord. I got a “no” from the previous DM. Lucky for me the next DM said “sure”. And made the campaign around me. Which was nice of him. I then asked him to look through the stuff on the wiki. Twice. Which he said he had both times and asked me to stop nagging him about it. I am playing as a Tyrannical overlord and I’m the party leader. I decided to play as a young man, who is really scared of dying but acts brave and collected when the other player are near him. I decided that I would build a bruisers kind of character since I’m normally going as some kind of tank. 2 sessions into the campaign all the other player notice how weak my character is, even being under the older version of this class. (Which was a lot stronger then it is now) My party member mentions how weak my character is 2-5 times every session out of game.
We are a group who have a few homebrew rules of our own. We can get double resistances (Taking only 25% of the original dmg) making the bear totem barbarian rather tough in-game against normal weapon attacks. Attacking means 1 attack with each hand. Extra attack meaning 1 extra attack with each hand. A fighter in lv11 makes 6 attacks, 3 with each hand, and we put our modifier to EVERY attack we make. Making 2 weapon melee characters in our campaign clearly superior compared to 2-handed weapon users or spell casters. Our fighter who was in lv11 makes an average roll of 100 dmg every round. My dmg is 20-30 per round following the same rules. I have the overlord’s gauntlet in my left hand and a longsword in my right hand.
The campaign started out nicely, and we started at lv5. Around the time my party noticed how “weak” I was, I also noticed that I couldn’t do much in combat because all our enemies had very high HP. Except standing in the way of our enemies and making my minions do the same. I turned out to be good at it, but I was also in the way of my own party. Making me get hit by friendly fireballs a lot. I quickly became a punching bag for our enemies throughout the campaign. As for social interaction I do roleplay. But when it comes to a persuasion, deception or intimidation rolls even with a high roll like 24, I normally don´t succeed. Make RP situations be something I would just send over to my other party members.
Our main BBEGs being adult/ancient Chromatic Dragons. (One for each color of Tiamat´s heads) They have some dragonborn worshippers. These dragonborns are so strong that I would rather fight 10 city guards at the same time rather than one of these dragonborns due to how high their HP is. (It is to balance out our homebrew rules) The dragonborns are Non-dragonborns being transformed into dragonborn through a ritual of some sort. The dragons are trying to summon Tiamat into our plane of existence. We had played for a year’s time and we were in lv11. I’m was somehow still the party leader and everyone was roleplaying that I somehow successfully deceived them into believe how strong I was in-game, while knowing out of game that I clearly was the weakest in the party. (The newer overlord version being more balanced than the old version) The party was going into a gem mine on my orders. Because I want the gems in-game. (We were 5 players that day and one of us where running around somewhere away from the party) We meet an iron golem in the mine, and when it saw me it immediately attacked me. (Probably due to an earlier encounter with it) For 7 rounds the golem just used all its attacks on me. ALL of its attacks doing nothing else then that. Which finally made me go down. With Overlord Resistance keeping me away from going down a few rounds earlier. (Overlords Resistance have kept me away from death a few times in this campaign) After the session I asked my DM “why did the golem only attack me?” thinking he just wanted to show me that I wasn’t immortal or something like that. My DM replied “you were the first person It saw” to which I replied “I didn’t feel like I was a threat to it” and my DM said “you weren´t a threat to it, I gave it 1000 extra HP so you couldn’t do anything to it”. I knew I had to go back to going full tank at that point. So in lv12 I took the heavy armor master feat.
Since it was an evil campaign. I was worried about getting backstabbed. Especially by the bear totem barbarian. The barbarian had killed off 1 character and tried to kill 2 others but failed due to their abilities. The barbarian is a nice guy out of game, he´s just RP´s his character. But he´s a major threat to everything around him. The party thinks that he is the strongest in the party. (With good reason) I had hidden my teleportation ability for the rest of the party. I kept it hidden so I could use it as a weapon against people from my group if the situation came to a PVP where I was involved. But I decided to tell my DM about it after a session, because I knew he hadn’t read it as I told him he should. My DM said “okay”.
All the text above is for this part of the story. We were at lv17 at this part of the story. We had been running around a bit and sometimes our spell casters with teleport can´t be at the table due to other business. So I told people about my teleport ability and moved us around. Nobody took notice but I read the tower heart ability aloud so people could hear it. I teleported us, and the DM says nothing at the time. So I just told our DM what I did when I got us home. The game just continued.
We figured out where the red dragon was located, and we attacked the dragon. After we defeated the dragon, we discovered some information about a large dragonborn camp near the portal. An attack force so they could conquer the portal and try to summon Tiamat into this plane. The portal was being constructed by humans to summon an army of angels from Mount Celestia. We had an airship and I got a crew to use it, with the whole crew working for me. We flew to the dragonborn camp and was planning to attack it. Our DM pointed out how dangerous it was. With every encounter being pretty much deadly to the point, I really didn’t think much of it. (Our campaign is so deadly that we have character deaths every 2nd session) I ordered the archers on the ship to send 2 waves of arrows down on the dragonborn camp (around 100 arrows) and I ordered the party to jump overboard, so we would fall down into the middle of the dragonborn camp. I casted feather fall and we landed safely. Our DM never said anything about the arrow rain after. (The party was with an army early in the campaign that got decimated by this strategy) So much for strategies.
The party formed a small circle on the ground. Our druid casted something that gave the party 22 temp HP. I had a max HP of 275, giving me a total of 297 HP. I left the group and walked a bit away from the party. In a matter of 2 rounds I got surrounded, as did my party. Every 5 feet square around my character in a 15 feet radius, got occupied by enemies except one which there was a tree on. Over the course of 7 rounds, I got 31 points of dmg. With Overlords Resistance and my heavy armor master feat reducing a lot of dmg, which helped me a lot. (Total reduction was 12 per attack at this point) /I was surrounded by enemies and they were dangerous with a high dmg and high HP for 7 rounds and I got 9 points of dmg to my own health pool. 9 points of dmg. / I could see that my party was slowly drawing back to each other because there were too many enemies coming. So I fought my way to them, to see what was going on. When I got to them, our bear totem barbarian said “I have 1hp left” and he had a max HP of something around 265, not to mention he also got the temp HP from our druid. Then the rest of the party went “well we´re in a deadly state”. (Meaning they had under 20% HP left) And were out of game talking about teleporting out of the dragonborn encampment. After talking for a minute or so, they realized that they couldn't getting out of the dragonborn camp. They were about to come up with other ideas. But before I let them go further with their thinking, I decide it was now or never unless I wanted a TPK. So I moved my head and looked my DM in the eyes and said “I teleport us out of here”. My DM went “what?” My party went silent and just looked at me. I then replied “I teleport all of us, up on the air ship”
I saw my DM was confused, so I was about to read the tower heart ability to him for the 3th time. But when I started reading it again, I look up to see I didn´t have his attention at all. He was typing something down on his laptop. I knew right away what he was doing so I stopped reading and I went over to him, to make sure he found the right place to read on the variant overlord wiki page. Pointed out the place he had to read and I sat back on my chair. My party was deadly silent. I never heard them be that silent before at a D&D session. They were just looking and waiting on our DM to say something. After a bit of time he lifted his head and looked me right in the eyes and said “From now on its an action to use, people have to be within 30 feet of you to be allowed to teleport with you and it can´t go into other planes” At first I said “it can go into other planes” but my DM said I couldn’t in his campaign. I just agreed to his terms, after realizing he was balancing my character. We escaped the TPK because of our DM didn’t listen to what I said. I felt like a champ when I saved the party. This was the first time in a 3-year campaign where I personally felt like I had a moment to shine. Better late than never I suppose. The battle continued with our druid, transforming into an adult red dragon. The battle down went on with arrows raining down on them, and our druid flew over the dragonborn camp breathing fire down on them. I stayed on the airship, out of danger. Making this a happy ending for me so far.
So the point:
- The people that could get teleported should be up to 8 people and within 10 feet of the overlord and the ability should use an action instead, seems like the right thing to do.
- Besides can you make the variant overlord a bit easier to read on the wiki?
sorry if this is the wrong place. Its been a few years since I last was here --(Lucas Darnell)
- Looks like a great campaign. I made the changes you recommended. Be bold and make wording corrections when you see them. --Green Dragon (talk) 10:08, 23 August 2019 (MDT)
A small update. I gave my DM a copy of the text and he's improved a bit as a DM. So im wrighting again becuse i think the overlords teleport ability should only be on a ground level. (I got the option to teleport on top of a dragon that was 300-400feet up in the air.) Hope you guys can help. --(Lucas Darnell)
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)
- 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.
- 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).
- 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.
- thank you im working on it, i just take it in small steps.
- 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)
- More info on the class's features below
- 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."
- 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)