Overseer (V.2) Arcane and Divine. Divided by limits placed by those long past, merging of the two has long been seen as a fool’s errand - the quest of one who did not have enough faith in the deities that ruled or the magic that flowed enough to make a decision which to master. Not until the evils of the Nameless One were discovered in ancient tomes did the possibility reach the minds of Wizards. Not until Theurges began to appear in the world did the Clerics begin to notice. Soon, a new domain dedicated to the arcane was created and followed. But neither sought true harmony - just another means of power to reach their goals. Overseers seek true balance between the arcane and divine. They dabble in neither, pushing themselves wholehearted into the pursuit of dual mastery. After a life of study, they seek out those who would destroy the arcane/divine balance or abuse the power of either source. Their ultimate goal is to combine the knowledge of the arcane and the wisdom of the divine to discover ultimate truth. Equilibrium and Balance Both Arcane and Divine are potent, powerful sources of magic - mastering just one could easily take a lifetime. Mastering both simultaneously? Virtually impossible. Overseers rely on perfect harmony between the arcane and divine to solve the equation of equilibrium between the two forces. Overseers are wise students of religion and magic, and their dedication to their art makes adventuring without cause against their very nature. Overseers are open and receptive to the unknown, willing to go places others won’t to seek the answer to ultimate balance. A Fluid Duality Overseers understand that balance is a fluid concept, and focus daily to stay in tune with both arcane and divine forces. They rarely ever turn down the opportunity to expand their knowledge or get more attuned to the presence of the deities, and their voice in any party tends to be one of calm curiosity. Though open to new experiences and people, Overseers are not naive fools. Those who cross blades will often find confusion at their abilities before they find unconsciousness or worse. Balance is difficult to maintain - unwise is the creature who seeks to rip an Overseer from equilibrium through force. Quick Build To make a Overseer quickly, follow these suggestions. Make Intelligence and Constitution your highest ability scores. If you plan to choose the Weapon of Balance Sign, make Constitution higher and make your third ability either Strength or Dexterity. If you plan to choose the Tome of Equilibrium, make Intelligence higher and make your third ability either Strength or Dexterity. 1

The Overseer Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th Harmony Points 1st +2 Overseer's Crest, Harmony Points 2:2 1:1 — — — — — 1 2nd +2 Spellcasting, Fighting Style 2:2 2:2 2 — — — — 1 3rd +2 Protection of the Crest, Signs of Equilibrium 2:2 2:2 3 — — — — 2 4th +2 Ability Score Improvement 2:2 2:2 3 — — — — 2 5th +3 Extra Attack 2:2 3:3 4 2 — — — 3 6th +3 Sign Ability 2:2 3:3 4 2 — — — 3 7th +3 ─ 2:2 3:3 4 3 — — — 4 8th +3 Ability Score Improvement 2:2 4:4 4 3 — — — 4 9th +4 Balance of Magic 2:2 4:4 4 3 2 — — 5 10th +4 Greater Harmony 2:2 4:4 4 3 2 — — 5 11th +4 ─ 3:3 5:5 4 3 3 — — 6 12th +4 Ability Score Improvement 3:3 5:5 4 3 3 — — 6 13th +5 Crest Advancement 3:3 5:5 4 3 3 1 — 7 14th +5 Sign Ability 3:3 6:6 4 3 3 1 — 7 15th +5 ─ 3:3 6:6 4 3 3 2 — 8 16th +5 Ability Score Improvement 3:3 6:6 4 3 3 2 — 8 17th +6 Overseer's Obligation 3:3 7:7 4 3 3 3 1 9 18th +6 Sign Ability 3:3 7:7 4 3 3 3 1 9 19th +6 Ability Score Improvement 3:3 7:7 4 3 3 3 2 10 20th +6 Calling of the Overseer 3:3 8:8 4 3 3 3 2 10 Class Features As an overseer, you gain the following class features. Hit Points Hit Dice: 1d8 per Overseer level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Overseer level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons Tools: None Saving Throws: Constitution, Intelligence Skills: Two from: Arcana, Athletics, Acrobatics, Insight, Religion, Perception, and Persuasion Equipment You start with the following equipment, in addition to the equipment granted to you by your background: Light crossbow with 20 Bolts or any simple weapon

Arcane focus with holy symbol on it or Holy symbol with arcane runes

An priest’s pack or scholar’s pack

Leather armor, any simple weapon, dagger Overseer's Crest In finding balance, you must first find a foundation in which to counterbalance with. While you are on a constant voyage to maintain equality between the two forces, you are naturally inclined to the force that influences your crest. At 1st level, you choose your Overseer Crest's influence: Arcane You gain resistance to Necrotic Damage.

Overseer class spells of the Arcane variety now treat any 1's rolled (for damage, healing or other effects, but not attacks) as 2's 2

Divine You gain resistance to Radiant Damage.

Overseer class spells of the Divine variety now treat any 1's rolled (for damage, healing or other effects, but not attacks) as 2's Harmony Points As you begin the path of the Overseer, you gain a small pool of energy that you can harness to adjust the balance of arcane and divine to amazing effects. At 1st level, you have 1 Harmony point, and you gain more as you reach higher levels, as shown in the Harmony Points column of the Overseer table. You can never have more Harmony points than shown on the table for your level. You can spend a harmony point for one of the following abilities: As a bonus action, an overseer can spend harmony points to heal 1d8 per point spent

As part of a damage roll, an overseer can spend harmony points to add 1d8 force damage per point spent You regain all spent harmony points when you finish a long rest. Spellcasting At 2nd level, your astute research into the Arcane and attunement to the will of the Divine have given you facility with spells. Cantrips You know four cantrips of your choice from the overseer spell list - two arcane and two divine. You learn additional Overseer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Overseer table. Spell Slots The Overseer 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the overseer spell list. The Spells Known column of The Overseer table shows when you learn more overseer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 overseer spells you know and replace it with another spell from the overseer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your overseer spells, so 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 warlock 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 emblazened with a holy symbol or a holy symbol covered in arcane runes as a spellcasting focus for your overseer spells. The Balance of Arcane and Divine Because of the equilibrium that must be maintained between the Divine and the Arcane, Overseer's must split up their known cantrips and spells evenly between both persuasions of magic. This is reflected on the Overseer Table in the form of "x:y", where "x" is the number of arcane cantrips or spells, and "y" is the number of divine cantrips or spells Fighting Style At 2nd level, You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Caster - You gain a +2 bonus to attack rolls you make with spell attacks.

- You gain a +2 bonus to attack rolls you make with spell attacks. Defense - While you are wearing armor, you gain a +1 bonus to AC.

- While you are wearing armor, you gain a +1 bonus to AC. Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Protection of the Crest The power of your resolve and your attunement to the balance of two powerful forces shapes your journey. At 3rd level, you gain advantage vs charmed or frightened conditions. Furthermore, as a reaction, you can spend 1 Harmony point to add your Intelligence modifier to your saving throws until the start of your next turn. Signs of Equilibrium When you reach 3rd level, you discover the Sign of Equilibrium that will further your journey towards ultimate truth. been searching for the sign in which you were meant to follow. Your choice grants you features at 3rd level and again at 6th, 14th, and 18th level. 3

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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Balance of Magic Your mastery over the delicate balance between the Divine and Arcane as grown to new heights, and you now have the ability to exert both forces simultaneously. As an action, you can spend 2 harmony points and a spell slot to cast an arcane and divine spell simultaneously and resolve both effects. The spells can have a combined level no higher than your maximum spell slot. The spell slot used is the level of the final combination. Balance is essential, so spells should be no more than one level apart from each other. Spells that match your crest’s specialty must always be cast at equal or higher level than the alternate magic specialty. You cannot cast two spells that require concentration simultaneously using this ability. Balance of Magic In Practice At 9th level, when an Overseer receives the 'Balance of Magic' ability, they also gain the ability to use 3rd level spells. With that in mind, the arcane and divine spells that you choose to combine for this ability can be cast in such a way so that the total spell levels equal 3. The higher level spell is based on the Overseers Crest. Example: If the 9th level Overseer’s crest was Divine Magic, then the Overseer could use Balance of Magic to cast the divine spell at 2nd level and the arcane spell at 1st level. If the 9th level Overseer’s crest was Arcane Magic, then the Overseer could use Balance of Magic to cast the divine spell at 1st level and the arcane spell at 2nd level. Regardless of combination, a 3rd level spell slot is spent. Spells chosen can be of a spell level of the alotted level or lower. For example, a 9th level Overseer with the Divine crest can cast Lesser Restoration (a 2nd level Divine spell) or they could cast Cure Wounds (a 1st level Divine Spell) as a 2nd level spell. Greater Harmony At 10th level, your mind and body become one with the balance. You gain resistance to force and psychic damage. Furthermore, you learn how to extend the equilibrium of magic to your allies. When you spend 1 harmony point as a bonus action, pick a number of allies within 30 ft equal to your Intelligence modifier. They now receive resistance to force and psychic damage until the end of your next turn. Crest Advancement At 13th level, you become naturally attuned to your Crest, as magic of your chosen field becomes a permanent foundation. You can add your Intelligence modifier to all saving throws, and are now immune to charmed and frightened conditions. Overseer's Obligation At 17th level, an Overseer is inches from ultimate equilibrium, and that natural flow of the intertwine magical forces grants you an enhanced life. You can no longer be magically aged, and you gain no penalties from old age. You can still die of old age, however. You also gain immunity to diseases. In addition, you gain the ability to sustain yourself in magical balance. By spending 1 harmony point as an action, an overseer can go 24 hours without needing food, water or sleep. You can also, as an action, spend 1 harmony point to remove one level of exhaustion. Calling of the Overseer You have done what few ever even think possible - simultanously master the balance of arcane and divine energies. You have discovered the ultimate truth of magic in the union of both forces, and can utilize that knowledge for amazing feats. At 20th level, you can spend an action to gain the following abilities: Add your Intelligence bonus to Armor Class.

Magic enhances your senses. You gain Truesight our to 60 ft, and you can't be surprised.

When using Balance of Magic, both spells can now to be cast at the same level as the spell slot used (i.e. a using a 5th level spell slot, an Overseer can cast both a 5th level divine and arcane spell simultaneously). The Harmony point cast is doubled for this effect. This ability lasts for 1 minute, and recharges on a long rest. When this ability ends, your Harmony point pool is restored to it's maximum. Signs of Equilibrium The path to balance as many roads. Becoming an Overseer and mastering the balance of magic itself is an arduous journey full of possiblity. As an budding overseer, you have been searching for the sign in which you were meant to follow, and now you've finally done so. With your discovery comes powerful abilities to help you further your quest for the ultimate truth of magic. Sign of the Weapon of Balance Your sign has showed you how to merge a mastery of weaponry into your style, allowing you wield blade and magic unlike any other. Bonus Proficiencies At 3rd level, you gain proficiency with Martial Weapons, Medium armor and Shields. 4

Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. Unity with the Blade At 3rd level, as part of a weapon attack, you can spend 1 Harmony point to gain advantage on your weapon attack roll. You can use this ability once per round. Overseer Strike At 6th level, your weapon now criticals on a roll of 19 or 20. When you critical on a weapon attack or a spell attack, you regain 1 Harmony Point. Striking Harmony At 14th level, the balance you've attained with your magic extends to your martial prowess. As a bonus action, you can spend 3 Harmony points to allow every weapon attack you take to channel a cantrip you know until the start of your next turn. This ability recharges on a long rest. Harmonic Resonance At 18th level, you've reach the pinnacle of martial mastery as an overseer. Critical hits now restore 2 harmony points. Furthermore, when you spend harmony points to increase the damage of your attack, roll a d6. On an even number, you immediately regain any harmony points spent on the attack. The attack roll, including the number of channeled harmony points, must already have been resolved. Sign of the Tome of Equilibrium Your sign has showed you the secrets of equilibrium between arcane and divine, allowing your balance to produce magical effects astounding to mages and clerics alike. Bonus Proficiencies At 3rd level, you gain proficiency in two skills of choice from the following list: History, Arcana, Religion, Medicine, Insight, Nature. Equilibrium Magic At 3rd level, when casting a spell of your crest's influence, you gain advantage to maintain concentration. Breaking the Balance At 3rd level, as part of casting, you can spend 1 Harmony point to gain advantage on your spell attack roll. You can use this ability once per round. Maintaining Balance At 6th level, you learn how to use the interweave of divine and arcane to heighten your magic. If you cast a spell of the opposing axis of your previous spell (i.e. casting a divine spell after casting an arcane spell or vice versa), increase the DC of the current spell by 1. If the current spell being cast matches your crest's influence, you also cast it at one level higher. Spells must be cast during the next round to qualify. Unbalancing Force At 14th level, you can spend a harmony point as a reaction to impose disadvantage on save vs your spell to number of targets equal to your Intelligence modifier. This ability recharges on a long rest. Ultimate Balance At 18th level, you've reach the pinnacle of magical mastery as an overseer, tapping into the deepest reaches of both arcane and divine magics. You gain one 9th level spell slot that can be used once per long rest. Every long rest, you can choose 1 spell of both arcane and divine influences from any spell list. The chosen spells can be of any level, but can only be cast at 9th level using this spell slot. Once chosen, the spells cannot be changed until the next long rest. If the type of spell cast matches your crest's influence, you can spend 2 harmony points as a bonus action to increase the spell DC by ½ your proficiency. 5

Overseer Spell List: Cantrips: Divine Guidance, Light, Mending, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy Arcane Acid Splash, Blade Ward, Chill Touch, Dancing Lights, Fire Bolt, Friends, Light, Mage Hand, Mending, Message, Minor Illusion, Poison Spray, Prestidigitation, Ray of Frost, Shocking Grasp, True Strike 1st Level: Divine Bless, Command, Cure Wounds, Detect Evil and Good, Divine Favor, Healing Word, Heroism, Hunter’s Mark, Protection from Evil and Good, Shield of Faith Arcane Armor of Agathys, Burning Hands, Charm Person, Comprehend Languages, Detect Magic, Expeditious Retreat, Illusory Script, Magic Missile, Unseen Servant, Witch Bolt 2nd Level: Divine Aid, Find Steed, Hold Person, Lesser Restoration, Locate Object, Magic Weapon, Protection from Poison, Silence, Spiritual Weapon, Zone of Truth Arcane Cloud of Daggers, Crown of Madness, Darkness, Invisibility, Mirror Image, Misty Step, Ray of Enfeeblement, Scorching Ray, Spider Climb, Suggestion 3rd Level: Divine Aura of Vitality, Clairvoyance, Daylight, Elemental Weapon, Magic Circle, Mass Healing Word, Remove Curse, Revivify Arcane Counterspell, Dispel Magic, Fireball, Fly, Haste, Hypnotic Pattern, Lightnin Bolt, Major Image, Tongues, Vampiric Touch 4th Level: Divine Aura of Life, Aura of Purity, Banishment, Death Ward, Freedom of Movement, Locate Creature Arcane Arcane Eye, Blight, Dimension Door, Divination, Hallucinatory Terrain, Evard’s Black Tentacles 5th Level: Divine Circle of Power, Dispel Evil and Good, Geas, Greater Restoration, Mass Cure Wounds, Raise Dead, Arcane Bigby’s Hand, Contact other Plane, Cloudkill, Hold Monster, Legend Lore, Scrying 6