The Overlord
[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]
Class Name: The Overlord
Core Fantasy: The Overlord is a Charisma-based Breaker who bends the basic rules of physics and space to favor their side. In Dungeon Break operations, they reshape terrain, ranges, and cover so Gates fight on their terms.
Level 1 Features
World-Breaker’s Poise (Level 1)
Your will bends people almost as easily as you bend space.
Rules:
You gain proficiency in Charisma (Intimidation) and Charisma (Persuasion). If you are already proficient in one of these skills, your proficiency bonus is doubled for any ability check you make that uses that skill.
When you make a Charisma (Intimidation) check against a creature that has seen you use a class spell or class feature within the last minute, you can treat a d20 roll of 9 or lower as a 10.
Warp-Stable Frame (Level 1)
Your body has adapted to constant shifts in weight, force, and direction.
Rules:
You have resistance to damage you take from falling.
Your long jump and high jump distances are doubled.
You have advantage on Strength and Dexterity saving throws against effects that would knock you prone or move you against your will.
Level 3 Feature
E-Rank: Selective Deformation (Level 3)
At E-Rank, you learn to bend your own warps around your team.
Rules:
When you cast a spell from this class that affects an area (such as a cone, cube, cylinder, line, or sphere), you can choose a number of creatures you can see up to your Charisma modifier (minimum one).
A chosen creature automatically succeeds on any saving throw it makes against that spell and ignores any difficult terrain or forced movement caused directly by that spell.
You ignore difficult terrain created by your own spells from this class.
Level 7 Feature
D-Rank: Altered Angles (Level 7)
At D-Rank, you bend lines of effect to strike from impossible directions.
Rules:
When you cast a spell from this class that has a range of at least 30 feet and targets one or more creatures you can see, you can ignore nonmagical obstacles for the spell’s line of effect, as long as there is some path from you to the target that:
bends no more than 90 degrees total, and
stays within the spell’s range.
When you cast a spell from this class that creates an area of effect and has a range of at least 30 feet, you can choose the point of origin of the area on the far side of a nonmagical obstacle you can see, as long as that point is within 5 feet of a point you can see and within the spell’s range.
Level 10 Feature
C-Rank: Cataclysm Engine (Level 10)
At C-Rank, large reality shifts feed your endurance instead of burning you out.
Rules:
Once on each of your turns, when a spell you cast from this class deals damage to two or more creatures, you gain temporary hit points equal to your Charisma modifier (minimum 1). These temporary hit points last until the start of your next turn.
When you roll initiative and you have no 1st-level or 2nd-level spell slots remaining for this class, you regain one expended 1st-level spell slot for this class.
Level 13 Feature
B-Rank: Battlefield Rewrite (Level 13)
At B-Rank, you redraw the physical layout of a fight mid-run.
Rules:
As an action, you choose a 30-foot cube of nonmagical terrain, structures, and unattended objects within 120 feet of you.
Within that cube, you can reshape ground, walls, and objects of Large size or smaller in simple ways:
raise or lower surfaces by up to 10 feet,
create or remove ramps, stairs, or pits up to 10 feet deep,
create or remove low walls up to 5 feet high,
open or seal doorways and windows in existing walls.
If a creature’s space would become blocked, unsupported, or inside solid material, it is moved to the nearest unoccupied space that can support it. This movement does not provoke opportunity attacks and does not deal damage.
The changes created by this feature last for 1 hour or until you use this feature again.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 16 Feature
A-Rank: Rule-Breaker’s Aura (Level 16)
At A-Rank, you twist the basic odds and impact of actions around you.
Rules:
You and friendly creatures of your choice within 10 feet of you treat a d20 roll of 1 on an attack roll, ability check, or saving throw as a 5 instead.
Once per turn, when you or a friendly creature within 10 feet of you rolls damage for an attack or for a spell from this class, you can have that creature reroll one of the damage dice. The creature must use the new roll. This does not require an action.
Level 20 Feature
S-Rank: Sovereign Domain (Level 20)
At S-Rank, you create a moving zone where ranged combat and cover follow your rules.
Rules:
As an action, you create a 60-foot-radius sphere centered on yourself that moves with you and lasts for 1 minute. This area is your sovereign domain.
While you are conscious, the following rules apply inside the sphere:
Friendly creatures of your choice treat the normal and long ranges of their ranged weapon attacks and spells as doubled.
Hostile creatures treat the normal and long ranges of their ranged weapon attacks and spells as halved (round down to the nearest 5 feet).
Creatures you choose ignore half and three-quarters cover provided by nonmagical objects when making attack rolls or casting spells against creatures inside the sphere. Against those attacks, such cover can never count as more than half cover.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest