Overlords Destruction left in his wake, brute of a man cleaved his way across the battefield with a sword of gargantuan proportions, culling multiple foes in a single swing he ees never left his mark, who stood frozen in place with a face reddened by the blood of their late allies. Dominators and controllers. Doomguards. With many names, one thing remains the same, all who are chosen by an overlord die a brutal death... Singular and focused Overlords live their live for a single purpose, to hone themselves and their weapon to destroy those that stand in their way. they a dedicated to the practice of the weapon, and bond with it, sharing the hunger for power. Masters of the battelfield, they control the eb and flow of a fight, either to personally annihilate their target, or for the betterment of their allies. Overlord Level Proficiency Bonus Features Surges 1st +2 Surge, Unarmored Defense 2 2nd +2 Threatening 2 3rd +2 War path 3 4th +2 Ability Score Improvement 3 5th +3 Extra Attack 3 6th +3 State Of Fervor, Path Feature 4 7th +3 Discipline Of War 4 8th +3 Ability Score Improvement 4 9th +4 Path Feature 4 10th +4 Brutal Strike 5 11th +4 Improved Surge 5 12th +4 Ability Score Improvement, Path Feature 5 13th +5 Adrenaline 5 14th +5 Battlefield Awareness 6 15th +5 Path Feature 6 16th +5 Ability Score Improvement 6 17th +6 Sweeping Strikes 6 18th +6 Death Bringer 7 19th +6 Ability Score Improvement 7 20th +6 Path Mastery 8 Creating An Overlord When creating an Overlord character, think about where our character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your Overlord. Did you come from a distant war-mongering land, making you an aggressor, or protector, in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where Overlords are common? What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to the campaign lands as a trophy of war, onlly now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority. Quick Build You can make an Overlord quickly by putting your highest ability score in Strength, followed by Constitutionand then choosing the soldier background. Class Features Hit Points Hit Dice: 1d10 per Overlord level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Overlord level after 1st Proficiencies Armor: none

Weapons: Simple weapons, martial weapons, thrown weapons, shields

Tools: Smiths tools

Saving Throws: Strength, Constitution

Skills: Choose two from Athletics, Intimidation, Perception, survival, animal handling Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a greatSword or (b) any weapon with the heavy tag • An explorer’s pack, smiths tools and four javelins Ability Saving Throws whenever an abilty states that an enemy makes a saving throw, the DC is equal to 8 + your proficiency + your strength score modifier

Surge In battle, you fight with ferocious skill. On your turn, you can choose to surge forward into the fray. While surging, you gain the following benefits if you aren’t wearing armor, and have a heavy weapon equipped:

• You gain 10 to your movement speed

• You gain temporary hit points equal to your level in Overlord

• You gain a +1 bonus to melee attack rolls.

• You have resistance to slashing, bludgeoning and piercing damage.

• while surging, if you kill an enemy, you can immediately move up to your movement towards another as a free action.

If you are able to cast spells, you have advantage on their attack rolls if they have a touch range. but disadvantage on any ranged spell attack rolls. Your surge lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you aren't within 20 feet of an enemy. You can also end your surge on your turn as a bonus action. Once you have surged the number of times shown for your Overlord level in the Surges column of the Overlord table, you must finish a long rest before you can surge again. Unarmored Defense While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit. Threatening As a bonus action, you can let yourself be known on the battlefield. Every creature within 30 feet must make a wisdom saving throw. On a success, they view you as the most threatening and serious target, and act accordingly. On a fail, they are frightend of you for one round. You can use this a number of times equal to your strength modifier before it needs a long rest to recharge. War Path At 3rd level, you choose a path that shapes how you fight. Choose the Path of the General, the Path of the Titan or the Path of the Duelist, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 9th, 12th, and 14th levels Abiliy 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 Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. State Of Fervor Beginning at 6th level, when you surge, you can enter a state of fervor. Whilst in this state, you sacrifice your control for sheer offense. While in this state, whenever you would deal or take damage, add 1d4. This die increase to 2d4 at 10th and 3d4 at 15th level. When this state ends, you and each enemy you've wounded while surging take damage equal to your current Overlord level. You may enter this state a number of times equal to your strength modifier before it needs a long rest to recharge. Discipline Of War Your training grants you immunity to being frightened and intimidation(persusion), as well as advantage on grapple checks. Brutal strike As an action, you lunge forward with your weapon, travelling up to half your movement in a straight line towards an enemy and attacking them. If the attack roll hits, a medium or smaller enemy must succeed a strength saving throw or they are knocked back 15 feet, and knocked prone. If they hit an obstacle when knock back, they take an additional 1d6 bludgeoning damage. Improved Surge Your mastery of war increases, when you now surge you gain a further 10 speed, and get an additinoal +1 on attack rolls. b Further, while in a fervored state and under 25% health, you deal additional damage equal to your Overlord level. Adrenaline The thrill of the fight flows through your viens. When in combat, you gain 1 point of adrenaline per enemy within 15 feet (to a maximum of 5 points). Adrenaline is lost at the start of the 3rd turn if there are no enemies within range. For each point of adrenaline accumalated, you can roll an additional 1d4 for damage rolls when making a melee attack, and take 1d4 on damage rolls against you from melee attacks. Battefield Awareness Your experiences on the battlefield have honed your senses. You can no longer be surprised, gain advantage on perception checks whlist in combat, and gain dark vision to 60 feet. If you already have dark vision, it is instead extended by 20 feet. Sweeping Strikes You Swing your weapon in a wide arc, putting every ounce of strength into it. When making a melee weapon attack, you can declare it as a sweeping strike, any creatures directly adjacent to your target must succeed on a dexterity saving throw, or take half as much damage as the target on a successful hit. You may do this a number of times equal to your strength modifier before it needs a long rest to recharge.

Death Bringer If an Enemy is on 10% or less of their total health, you instantly kill them on a critical hit. If you kill an enemy in this way, your actions and movement are refreshed this turn. This can occur a maximum of once per round. Path Mastery At 20th level, you may choose a second path and instantly gain the first 3 features for that path. War Paths As an Overlord You have a hunger for power that is unmatched, how that manifest depends on the path of training you have chosen to follow. Path Of The General Some Overlords choose use their experiance to control the flow of a fight, keeping enemies off kilter and exposing weaknesses for themselves and their allies. Re-group Starting when you take this path at 3rd level, straight after an ally within 60 feet is attacked, you can use a reaction to re-group. when you do this, both you and your ally can move towards each other up usign the shortest path, up to your speed. This movement doesn't trigger attacks of opportunity. Overwhelm Starting at 6th level, you learn to overwhelm opponents when attacking. If you, and at least one other ally, are engaged in melee combat with an enemy, any attacks made against that enemy gains +1 to its attack and damage roll. Veteran's Vitality Starting at 9th level, You understand that that to win a fight, you have to survive it. You gain proficiency with medicine kits, and can usse an action to heal with hit die as per a long or short rest. You can do this a number of times equal to your Constitution modifier before you need to take a short or long rest to recharge. Divide And Conquer Starting when you reach 12th level with this path, at the start of combat, you can choose a target to focus on. When chosen, the target makes a Wisdom saving throw. On a fail, they view you as the most threatening enemy, and act accordingly. Further, while this target has no other allies within 15 feet, you deal an additional 1d6 damage to them. If the target attacks any of your allies, you can use a reaction to move towards them, up to your speed. This feature ends if you attack any one but your target and is transferred to a new target when yours dies, or falls unconscious. Lead From The Front Starting at 14th level, if you are the first to attack an enemy creature during combat, Your first attack made against them deals an additional 4d4 damage and you can mark them for your allies. When you do this, You and your allies within 120 feet learn any vulnerabilities and resistances that the target has. Additionally, you and your allies add 1d4 to any subsequent damage done to the creature. You cannot mark another enemy until the current target dies. Path Of The Titan Some say a defense is a strong offence, you know better, your defense is your offence! Stonewall Starting when you choose this path at 3rd level, you gain access to a new type of shield, the tower shield. A huge shield, it requires two hands to use. As an action you can plant the shield into the ground, freeing your hands and creating 3/4 cover for any creature behind it. You can make an attack with the shield dealing 2d4 damage on hit. The shield weighs 30lbs, has the heavy tag, and has an ac of 3. Charging Bulwark Starting at 6th level, you can use any shield as a ram. To do this you must have a shield equipped. You can move up to half your speed in a straight line, passing through the space of any medium or smaller creatures, stopping if you hit a large or bigger creature. Every creature you pass through needs to make a dexterity saving throw or take 1d4 damage. Further, if you plant a tower shield it is now considered as a structure, and reduces damage from area of effect magic attacks by half whilst you support it. Stockpile Starting at 9th level, you customise your shields with a sharp needle on the back. As a free action once per turn, you can use it to immediately administer a potion to yourself. You can do this up to 3 times before you need to take a short or long rest to restock the needle with potion you own. Walking Tower Starting at 12th level, you cannot be knocked prone, and are immune to the paralysed condition. Also, you can now wield the tower shield with one hand. If you choose to equip a second tower shield in your off hand, while you do so, you always have half cover from the front. Crushing Defense Starting at 14th level, your adeptness with shields has become mastery. Shields now grant you an extra point of AC. When you attack and hit an enemy with a shield, if you would deal less damage than the value of your AC, deal damage equal to your AC instead.