![]() Each creature 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 hive is considered a large object and takes at least 5 Medium or Small creatures to carry it a movement rate of 15 feet per round. They reproduce the appropriate minions as needed up to the maximum number of minions aloud at the time. The Hives in general are the source of the type of minions in question. The brown hive is found in arid or rocky climates, the red hive is found underground or by sources of heat, the blue hive is found by large bodies of water, and the green hive is found in forested areas. "MASTER you must not forget the hive for each of our minion kind!!! We don't feel at home with out them."(Upon finding and moving your hive to a stronghold or home, you may summon minions to your side at any time.)Īt 2nd level, you may summon a minion with an action and 1 terror point within 30 feet of you if you have found the corresponding hive the minion belongs to. You learn an additional sorcerer or warlock cantrip of your choice at 10th level. You learn two cantrips of your choice from the sorcerer or warlock spell list. If they fail, they must use all of their movement to move as far away as possible from you for that minute. 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 a day. If they are attacked by you or your allies during that time there are frightened, they must make a second save. On a failed save, the target will be frightened for one minute. As an action, you may spend 1 terror point to force any creature you can see to roll a Wisdom saving throw versus your Terror save DC. Starting at 1st level, your infamous reputation can make a single look from you drive a person insane with fear. Terror save DC = 8 + your proficiency bonus + your Charisma modifier Terror attack modifier = your proficiency bonus + your Charisma modifier Strike Fear You can 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.Ĭharisma is the statistic used to determine the power of your spells. Your overlord level determines the number of points you have, as shown in the Terror Points column of the Overlord table. ![]() ( a) a dungeoneer's pack or ( b) a diplomat's pack.( a) one martial melee weapon or ( b) two simple weapons.( a) a longsword with a shield or ( b) a battleax with a shield or ( c) a warhammer with a shield.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Athletics, Deception, Insight, Intimidation, Perception, and Religion Equipment Weapons: Simple and martial melee weapons Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Overlord level after 1stĪrmor: Medium armor, heavy armor, and shields Hit Points at 1st Level: 12 + Constitution modifier Second, choose the Outlander or Soldier background.Īs a Overlord you gain the following class features. Constitution is a good ability score as well. You can make a overlord quickly by following these suggestions, first, Strength should be your highest ability score, followed by Charisma. When you create your character, think, what provoked them to be an evil overlord or were they 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 position of power, only to be tainted by the corruption around them. These types of people feel hatred beyond the limits of any dark god, and can sometimes manifest this hatred into a great evil that will one day be a bane to all mortal and immortal beings. Sometimes this feeling of hatred can exist in other creatures besides 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 beaten, or even a great hero who is captured by necromancers and sacrificed to help them continue their work. ![]() It is an ugly thing when gods and deities start feeling hatred toward mortals, for this feeling can manifest into evils that create fiends and nightmares of all kinds.
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