Is necromancy even worth it Questions on wizard subclasses

Thread: Is necromancy even worth it? - Questions on wizard subclasses

Is necromancy even worth it? - Questions on wizard subclasses

So, a simple sel f-introduction. I may be called "friends" about D & Amp; amp; D. I know the basic rules, and I have played several times with various characters, but none of them were higher than level 7. I played only the fifth edition, and mainly played the adventure league.

I started tee free mage recently and it was a lot of fun. Recently it became a level 5 at AL, but I thought it was the last chance to recreate the character, so I reconsidered it. Until now, I was hoping to be able to support the undead backward support, so I was thinking of making the character a necromancer, but when I started thinking about the future, how effective Necromance is in the long run. I started thinking.

As far as I know, there are two "real" spells to summon the undead: Raise Dead and "Create Undead".skeletonorzombieWith Animate Deadghost, ghost, KnightormummyUse the undead created spell. Certainly they last 24 hours and do not need to concentrate on spells, but the monsters of 1/4, 1, 2, and 3CR reach higher levels and get better spells. Is it? What changes compared to 30 skeletons and three ghosts at level 11? In other words, you can get two wines (CR3) with 8-level spells, or summon a fortress for 7 days with the Mighty Fortress spell. It is not comparable.

When I searched on the web, it seems that black magic (or summoning in general) has decreased considerably in 5E. So, in addition to flavors and RPs, I wonder if Necromance and summoning (Elemental / Demon) are good, very situation, or bad.

If the latter, what should a wizard do and which magic school is better? I know that the fortun e-telling is strong, but it seems quite boring because the whole magic school seems to only use spells. Illusion can be a game changer at level 14, but the interpretation is wide, and AL has a different DM every time, so you don't know how much you can expect?

Or I am wrong, 5E has no specifications, and my dream may be replaced with a more practical al l-round wizard. What kind of school is this?

Thank you for your advice and hints. thank you.

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Bug bear at the playground Registration date July 2015

Re: Is necromancy even worth it? - Questions on wizard subclasses

If you imagine a certain number of unfortunate casualties, one white has the ability to manipulate 12 zombies. In other words, the strength of two white and 20 zombies, two bodies, is the opposite.

The fortress is strong but immovable, and there is no ability to determine almost all actions.

The question of whether the necromancer is good is to return to what your party takes the piece on the table and how much AOE throws.

Reality is relative, and all criteria have exceptions.
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A playground auger Release date August 2013

Re: Is necromancy even worth it? - Questions on wizard subclasses

The fort is of course steep. It looks impressive, but what exactly is it useful? This is a gorgeous cottage, but it can be conquered. There are walls that enemies can climb or miss, the cottage itself is outside the room, and only you and your friends can enter. If you really want to hit the table and show your preparedness to the peasants of the farmers, it's a castle rather than any other castle, but why aside the role? If you have the power to protect the walls, you can use it to protect the pass (multiple skeleton archers? Operate the catapult designed with cloth support?), But how many frequently in this situation. Will it happen in?

But you can take your minions to the dungeon. For example, it's like saving slots to use Mirage Arcinn, Fireball, Wall of Force, etc.

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Pixie of the playground Registration date July 2019 Gender!

Re: Is necromancy even worth it? - Questions on wizard subclasses

Posted by: DAMON_TOR

The fort is of course steep. It looks impressive, but what exactly is it useful? This is a gorgeous cottage, but it can be conquered. There are walls that enemies can climb or miss, the cottage itself is outside the room, and only you and your friends can enter. If you really want to hit the table and show your preparedness to the peasants of the farmers, it's a castle rather than any other castle, but why aside the role? If you have the power to protect the walls, you can use it to protect the pass (multiple skeleton archers? Operate the catapult designed with cloth support?), But how many frequently in this situation. Will it happen in?

But you can take your minions to the dungeon. For example, it's like saving slots to use Mirage Arcinn, Fireball, Wall of Force, etc.

Endurance is not something you want to take up in this article, but rather an example of an imbalance between spells. In other words, even if you can call for seven days with the eighth value spell, you will not receive 24 hours a day.

In fact, in this post, I was thinking about whether black magic and sloganiaming were worth 5E and how to work.

I have never played the 3. 5 version, but there is a spell called Create GREATER UNDEAD, and in 5E, there is only a handful of CR3 creatures, but it has the ability to summon CR11 creatures at the highest level. I saw it.

Also, if this spell is not worth or not effective, please tell us where to look for a wizard build.

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Playground maple Registration date July 2013 Residence Certain gender

Re: Is necromancy even worth it? - Questions on wizard subclasses

Posted by: overdemon

Endurance is not something you want to take up in this article, but rather an example of an imbalance between spells. In other words, even if you can call for seven days with the eighth value spell, you will not receive 24 hours a day.

In fact, in this post, I was thinking about whether black magic and sloganiaming were worth 5E and how to work.

I have never played the 3. 5 version, but there is a spell called Create GREATER UNDEAD, and in 5E, there is only a handful of CR3 creatures, but it has the ability to summon CR11 creatures at the highest level. I saw it.

Also, if this spell is not worth or not effective, please tell us where to look for a wizard build.

The difference is that in 3. 5, CR11 creatures become more or less redundant when the CR11 creatures are level 20 (unless they have spells or special abilities). In 5E, even CR1/4 skeletons are useful if there are enough. The significance of AC in 5E does not reach the difficult value for the "not the right level" (not seeing the cheap PC prank), and the function of reducing the damage is different, and it is actually a magical short barrel. It doesn't mean that it's absolutely useless (certainly, there are some that are not immune to no n-magical guns, but not as much as 3. 5, when DR10+was a simple problem). Even normal skeletons and zombies have DR5, resulting in at least some damage (at least 6 damage applied in 1D6 weapons).

Necromancers increase the loss and health of their own minions, but this is not enough to fight ancient dragons, but enough to attract unnatural fireballs when they do a good job together in groups. Zombies, while inferior to skeletons in terms of damage (ranged weapons can target fire better than any other weapon, and are safe because of the distance), are incredibly strong even without reinforcements, and if you can armour them, they have a good chance of acting as a means of mass suppression, for capture, or simply as a literal shield of flesh rather than just being in the way. Also, if you get a Paladin with Crusader's Mantle, it applies to all undead you have. Most importantly, it makes them more valuable compared to the usual 3-4 heroes.

Fingers of Death get a good trait from the Necromancer buff, with the ability to have an unlimited supply of zombies that don't need their service. Both witchmasters should have 12 zombies in their possession, saving them crucial action costs to manage the horde.

For example, AL in particular is bad at dealing with minions, because the GM has to use the adventurers that already exist and has no opportunity to add ways to deal with minions. Also, hordes of minions slow down the game, so they can be unpopular with other players in AL.

This is Eberron, not Eberron. This is not supreme mysticism, but pervasive mysticism. And it's not literally steampunk. Steam only matters when you unleash the fire and water elementals.

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Ettins in the Playground Date of joining March 2015 Gender

Re: Is necromancy even worth it? - Questions on wizard subclasses

So AC doesn't scale as well as it used to, and low-level enemies, for example, remain dangerous for longer, which is actually more dangerous than anything else than they seem.

This is further complicated by the fact that enemies that help the undead are still dangerous, as the hordes are.

Undead can be used outside of combat -- this is a free task. Aside from this, you don't need to control them to be useful. They're like minefields, and the strategically correct conclusion is to not let everyone access the area.

Realistically speaking, this is often not the healthiest thing. It slows down the game at the table and increases accounting, not only for you but also for anyone who wants to keep track of what's going on. This basically means that you don't have to wait to receive so many favors from the DM or other players to save the lives of your minions.

Fireballs, undead elimination, destructive waves... How long do they last? Tough short-term frameworks mean you have to transport your troops. Aggressive crowds have the ability to force forget from behind.

Necromance is great if your party agrees with the data. As a professiona l-No, you need more ways. But the wizard is very easy to be the best in all, for example, this is inconsistent.

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Ettins in the Playground Registration date August 2006 Living area Britain Paul

Re: Is necromancy even worth it? - Questions on wizard subclasses

The feature of Necromancer is that his main attribute (= minion) is quite simple. For example, it may be ineffective for each individual, but as a group can cause severe pain, one or two spells from the equipment of the day (and a certain number of corpses ... But they just make a lot of them! Yes, for example, "UNDEAD CREATING" is not the case, and it takes into account the degree of spells, but if you equip it, "Lieutenants" can maintain competitiveness even at a more major level.

The revival of the undead is not limited to human corpses, and in fact it is worth remembering that the Andead's friend is applied to his friends without replacing the target corpse. There is definitely a certain number of attractive compositions of humanoids + templates (if you don't find anything, there is a good chance that you will fly with the zombie of Arakplack). Please point out if you make a mistake).

If I did something meaningless, I'm sorry. I'm similar. Also, I, if I have a certain amount, do not harm, for example, I prefer a good argument ... Frank.

Note: If you come to 5ED D & amp; amp; other, all my concepts and conclusions are based on that. I reserve the right to make a mistake or key.

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Pixie of the playground Registration date November 2017

Re: Is necromancy even worth it? - Questions on wizard subclasses

Elite the Force and make her own undead popular with the population.
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Oak on the Playground Release date October 2018

Re: Is necromancy even worth it? - Questions on wizard subclasses

Necromancy contains a lot of "applications".

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Playground maple Registration date July 2013 Residence Certain gender

Re: Is necromancy even worth it? - Questions on wizard subclasses

Posted by: Jerry Poruga

The revival of the undead is not limited to human corpses, and in fact it is worth remembering that the Andead's friend is applied to his friends without replacing the target corpse. There is definitely a certain number of attractive compositions of humanoids + templates (if you don't find anything, there is a good chance that you will fly with the zombie of Arakplack). Please point out if you make a mistake).

This is true. There is no template, there are basic skeletons and zombies, which can be obtained.

This is Eberron, not Eberron. This is not supreme mysticism, but pervasive mysticism. And it's not literally steampunk. Steam only matters when you unleash the fire and water elementals.

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The playground anger enrollment date March 2011

Re: Is necromancy even worth it? - Questions on wizard subclasses

Posted by: overdemon

Endurance is not something you want to take up in this article, but rather an example of an imbalance between spells. In other words, even if you can call for seven days with the eighth value spell, you will not receive 24 hours a day.

Make a Demi plan with the eighth spell and fill with an incapable undead. Or control the zombies with the finger of death.

After that, he plays the Demi plan to save the horde of undead.

At a large optimization level (depending on the infinite Sim-Wish-Sim cycle, it depends on the fact that the undead still has a chance to work at AMF, so this is expected, including a non-Comant magician. It is a desirable project for action in the case of an event.

Posted by: overdemon

In fact, in this post, I was thinking about whether black magic and sloganiaming were worth 5E and how to work.

If DM alone is not intentional, the druid call is quite large (without pixie). About Shepard's chassis. The casters are more than the highest price in flat bindings, have all opportunities to access long minions (Druids transfer greetings to Coven Hago), and the wizard is Pla r-Binding (or Elemental is the standard of the Creator's Standard. TRUE POLYMORPH has all the opportunities to make minions to apply to the "to be committed to").

Nevertheless, the main Necro Minion is somewhat annoying to rub it, and it may be furious of the NPC. However, they still have all the possibilities in the magic object (unless the "focus" is interpreted in a specific way), so it is inevitable to arrange them more in the best basis of magic. It is possible. There are no magic objects, Archer Skeleton, everyone has all the opportunities to contribute to the battle of large flames, including the auxiliary interaction with objects and the fact that it is around the environment. , At least not. (For the cramped space and the frustration of the DMA associated with the action/ movements of many creatures, and the minimum in large parties, it is valuable in smaller parties than usual).

Posted by: overdemon

I have never played the 3. 5 version, but there is a spell called Create GREATER UNDEAD, and in 5E, there is only a handful of CR3 creatures, but it has the ability to summon CR11 creatures at the highest level. I saw it.

It is a meaningless instruction. If your opponent's mind is very high for permanent control, use Femblind to lower your mind. Use the split spell (eg, play with COP and 20 questions) to find something good for you.

This has an interesting freezing ability if you can control no n-life such as ghouls.

Posted by: overdemon

Also, if this spell is not worth or not effective, please tell us where to look for a wizard build.

Plums are small things. Enjoying objects is small things. Flat binding - small things. True polymorph - small things (throw it at Seema if you want to get minions with CRs above max). Shape changing (shadow dragons etc) is small things. Desire is small things (useful for making personal video cameras). At low levels, including dear ones, they have useful abilities through the "help" effect (or as a means of "dragon breathing"). By applying these methods on top of black magic, you can get all kinds of minions even more.

Basically all the tricks of a cool caster (and any full caster in general) have different associations with minions, for example, or.

The last one was fixed by Nnescio; 2019-10-06 at 10:34am Posted by Kardar233
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Posted by Overdemon

Re: Is necromancy even worth it? - Questions on wizard subclasses

Posted by: overdemon

Endurance is not something you want to take up in this article, but rather an example of an imbalance between spells. In other words, even if you can call for seven days with the eighth value spell, you will not receive 24 hours a day.

In the unfortunate case, at the highest level, forgo necromancy (except for unconsumed minions and handheld death finger zombies), and opt for simulacrum and elemental summoning/evocation, greater demon morph/gate + plane bind.

Playground Bugbears

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Bug bear at the playground In 3. 5, skeleton and zombie templates could be literally used for any monster, maintaining all status, attacks and abilities in the basic form. For example, dragons in the Dragon Books and zombie dragons in the dragon's corpse were alternative to skeletons and zombie templates when using "Dead resuscitation", and more Dragon Devil could be saved. With the right corpse, the real polymof promised accurate access to the necessary corpses, and the "revived dead" remained large in the epic, not elemental burning.

Re: Is necromancy even worth it? - Questions on wizard subclasses

In addition, the "calling the undead" spell line has the ability to make it possible to cause shor t-term shadows, and that the shadow that has not been changed is controlled by the "undead" team. Since then, I have had the opportunity to create shadow random numbers under your shadow control. Inexpensive at the ninth level, these shadows are immune to normal physiological injury, causing loss by strength when touching AC, making them at 20 levels, you are generated in order. To prepare a very burning military danger, including the case where it is not abused, and control any larg e-scale shadow pond.

Eventually, you can make rats and ghosts for you to make a huge undead, which is regarded as an ethe r-like undead aimed at a sensory AC like a shadow, in fact, it is. Rather, prepare them that are not safe, including for the best monsters.

Despite the fact that accuracy is limited, 5E is not. The skeleton is not bad when you get it at the 5E-level, and at level 6, the black magician-that of the black magician-buff, and then they gradually toward the right different values. Lost usefulness. At the beginning of youth, they no longer need them to flutter with them. And it's not worth diving with them, more than once.

To be honest, in 3. 5, you don't have to worry about the creation of an undead unless you abuse the knight generation, but the 3 and 5 animated deaths, undead summoning spells, and the creation of a glator and undead. The strategy with the undead disciples means that it is quite effective from the first sense to the magnificent meaning.

In 5E, there is no skeleton, no undead summoning spells, and the creation of an undead does not have the ability to convert to an ether, and in the unlikely event that it is possible, they do not have immunity to non-dimensional damage. Touch AC does not eat, for example, they are all at a large level.

In general, in 5e, black magic is considered a fairly effective strategy of low/medium importance, but it doesn't scale to the highest values. This is at least the same as in 4e, where necromancy didn't exist. And frankly, most campaigns have delayed to such a stage that reanimated dead are no longer needed. Most of the major adventure books for one party are stuck at the 10th value. Without any spoilers, it is only up to 12 or 13 significance that a campaign can be considered unconditionally epic, including the recent campaign "Descent of Avernus". If your game is not going to go beyond this framework, skeletons with bows are never necessary to end the effective introduction of the third significance spell slot.

However, if the campaign enters further, it goes for you in the footsteps of sending necromancer elementals to retire and light up with something else, due to the fact that the real life of this line is an eclipse of the sky of time, and nothing can fill this void. Necromancy at its most important is a bad handful of almost universally bad spells. These, like magic pots, including one or two solid spells of the highest value in necromancy, are things that wizards of other specialties would otherwise use, and as a result, do not receive superiority from individuals of your secondary school.

For example, in a magician's spellbook, magic pots look great, but for a necromancer, this is a rather unusual way of self-destruction.

This is still noteworthy because you get magic pots at about the level where you want to do it as a necromancer.

Playground Troll

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Registered 2012/06 The usefulness of black magic depends heavily on a few points. It's pretty fundamentally introduced how this will turn out.

Re: Is necromancy even worth it? - Questions on wizard subclasses

About necromancy, isn't a party in a public project bad? Isn't it the DM to have 10 minions? On the other hand, isn't the party actually monopolized by you all the time?

How hard is it all the probability of being your unmodified order? If you allow it to be pretty complicated, skeletons can make obscene baggage. For example, stand on a barrier and perform dodge. Skeletons have a chance to widen and fill the area to weaken the AoE. Skeletons can be commanded to follow their allies on command if unconditional.

Will it be easy to keep a group of skeletons under control all day? Can you move them firmly into the background of a fight? Will everyone try to push you against a wall when it becomes obvious what you're doing? Is it possible to "fix" a broken skeleton and revive it? Raise the Dead is a weak spell if you're only looking at the first skeleton, but it's enough if you check four, including the good ones.

How to make a better skeleton? Is it possible to give them the best armor? Can you apply for a leader who inspires them? Is it possible to have a bow?

If there is a careless DM, Necromancy will be incredibly powerful if invested as a strategy. Especially on open maps, it is very effective as a DPR or tank. Very suitable for traps. You can get all the greatest mercenaries of talented mercenaries. The skeleton is only 1/4CR, but if you add 15 HP and add AC, it will be quite hated for your opponent.

In a campaign where DM is not most tolerant or undead is not practical for OOC or structural reasons, the undead does not appear at all.

Cool Marshall Arts

againOrga on the playground.
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A playground auger As an AL player, I think Necromancer is facing the same task as Druid's "Conjure Animals" and the Wizard's "Animate Objects".

Re: Is necromancy even worth it? - Questions on wizard subclasses

Before the recent rules were restricted in the number of magic items, it was possible to avoid this by giving +1 short arc to all skeletons. But this is impossible now because only this number can have magic items.

And, for example, a stereotype spell cannot lift luggage like Zombie Beholders, so it can not be damaged because the magic attack does not communicate, and there is no sufficient HP, so all the rigor of all subsequent attacks. There will be an undead that has no ability to withstand and cannot control anything.

Edit: Apart from this, some DMs of AL do not allow them to bring their undead as food without appropriate documents. For example, if you, where, where, how many undeads you have created, you can go on an adventure without undead.

Last Ruleed by Sithlordnergal; 06-10-2019 at 14:31.

Registration prohibition date October 2014
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Posted by Overdemon

Re: Is necromancy even worth it? - Questions on wizard subclasses

The accuracy is limited, "but not in 5E. The skeleton is wonderful at level 5, and at level 6, it is better than anyone who strengthens the black magician, and then gradually diminishes its usefulness. The beginning of youth is no longer worth it.

What a wonderful view. Skeleton will never be a good or lo w-concentration implementation of bonus impact when fighting M M-style monsters.

Let's say a 13th sense dark mage and his party fight a contemplator. If the dark mage is restrained by necromancy 5 and 4, he has 14 skeletons, and with the support of his own bonus effects, he deals an average of 53, 9HP damage per round to an AC18 appearance. Spiritual Weapon VI only deals 12, 7 damage as a bonus action without concentration. A DEX20 sharpshooter crossbow specialist with pistol +1 deals 43, 6 damage as a full action! Skeletons are still pretty important at 13th level.

If you only fight AC23+ enemies, the skeletons will stop burning, but that won't happen at 5 unless the DM uses a ton of monsters, spells, fences, shields, etc.

Playground Troll

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Registered 2012/06 By Max Wilson

Re: Is necromancy even worth it? - Questions on wizard subclasses

What an impressive comment. Skeletons, if you fight monsters in the MM-way, will never do you any good, unconsciously about the introduction of your bonus influence.

Let's say a 13th sense dark mage and his party fight a contemplator. If the dark mage is restrained by necromancy 5 and 4, he has 14 skeletons, and with the support of his own bonus effects, he deals an average of 53, 9HP damage per round to an AC18 appearance. Spiritual Weapon VI only deals 12, 7 damage as a bonus action without concentration. A DEX20 sharpshooter crossbow specialist with pistol +1 deals 43, 6 damage as a full action! Skeletons are still pretty important at 13th level.

If you only fight AC23+ enemies, the skeletons will stop burning, but that won't happen at 5 unless the DM uses a ton of monsters, spells, fences, shields, etc.

Playground Troll

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Ettins in the Playground Registration date August 2006 Living area Britain Paul

Re: Is necromancy even worth it? - Questions on wizard subclasses

You. There are no templates, just basic skeletons and zombies, like this. This is true. There is no template, there are basic skeletons and zombies, which can be obtained.

Of course, it is impossible to trust that GM seems to be applying these templates, and it does not count, but provides one or another race according to the location of the corresponding race. Any specific line with abilities. At least, there is no basis for GM to oppose the application of these rules. In the Animate Dead], we do not intend to make the audience a creature that greatly changes CR from the revived dead, such as zombies and Ogra skeletons, and will eventually keep the dead in the end of the dead themselves. worth it.

Home rule? Options with a high possibility? no doubt. Rules that are likely to be accepted? I am the positive side of this scale. Ask your GMA? Is it harmful to ask a question?

I'm sorry if I had a meaningless dream for you. I'm similar. Also, if I have a certain amount, don't hurt me, for example, I like a good discussion ... simple.

If I did something meaningless, I'm sorry. I'm similar. Also, I, if I have a certain amount, do not harm, for example, I prefer a good argument ... Frank.

Note: If you come to 5ED D & amp; amp; other, all my concepts and conclusions are based on that. I reserve the right to make a mistake or key.

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Registration date June 2015 So, and what is basically what is already already what it affects? To me, in fact, no n-chambers work when they can configure them for a long time, rather than any other work Or it doesn't seem to be suitable for these things that create a Demi Gallery committed by the systematic binding of the mummy king.

Re: Is necromancy even worth it? - Questions on wizard subclasses

I'm the blush of excitement. The cheeks are reddish. I'm blushing!

The registration ban date is October 2014
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Posted by Overdemon

Re: Is necromancy even worth it? - Questions on wizard subclasses

I don't claim, it's rudimentary, but I don't know some of your mathematical calculations. Do you have a spiritual weapon command at 6 levels? Isn't this really average within 20 units of damage? For example, Sharpshooter does 48 damage in front of the cube, do you offer a missing chance or something?

that's right. The equation that does not include a mistake is not possible unless all options are the same. In this case, we are trying to evaluate how the "useless" skeleton stacks on monsters with the highest HP, and basically considers that the bes t-selling is only +4.

And yes, the u p-cast up to the sixth value VI = the sixth value, for example, 3D8+5 (following the 20 Wisdom). With 8 or more points, the critical is 5 %. For example, the average loss is 3 * 4, 5 * 0, 05 + (3 * 4, 5 + 5) * 0, 65 = 12, 7 DPR.

In the case of a sharp shooter, the bonus impact + absolute impact (4 times attack rate +8, D6 + 16 damage per time, this is +5 (DEX) +5 (skill) +2 (archery style) +1 (magic weapon) -5 (Sharp shooter with bonus damage) = hit rate +8).

Do you have any questions?

Posted by: SIGREID

Does AL actually affect something? If the Necromancer can be composed for a long time, it seems to appear better than anything else. AL is not very suitable for making halfness, making perfect and incompetent undead, tying kings of the world systematically, or making mummies.

I'm the blush of excitement. The cheeks are reddish. I'm blushing!

Final rule: Maxwilson; 06-10-2019 at 17:55.

Troll on the Playground
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Registered 2012/06 By Max Wilson

Re: Is necromancy even worth it? - Questions on wizard subclasses

What an impressive comment. Skeletons, if you fight monsters in the MM-way, will never do you any good, unconsciously about the introduction of your bonus influence.

And yes, the u p-cast up to the sixth value VI = the sixth value, for example, 3D8+5 (following the 20 Wisdom). With 8 or more points, the critical is 5 %. For example, the average loss is 3 * 4, 5 * 0, 05 + (3 * 4, 5 + 5) * 0, 65 = 12, 7 DPR.

In the case of a sharp shooter, the bonus impact + absolute impact (4 times attack rate +8, D6 + 16 damage per time, this is +5 (DEX) +5 (skill) +2 (archery style) +1 (magic weapon) -5 (Sharp shooter with bonus damage) = hit rate +8).

Do you have any questions?

Posted by: SIGREID

Final rule: Maxwilson; 06-10-2019 at 17:55.

Similarly, what actually use the hunter as a ground for a sniper build, is there a way to connect the strategy with footprints? Military appraisers are considered to be more meaningful (and probably more common) as hunters for this build, and the other two equations use some of their own resources. If you can still imagine doing this (especially S R-class). In addition, missing, fastest, fastest, and in fact military enthusiasts can be reincarnated as a bestseller and can impose supplementary damage/ conditions for the already hit attacks.

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Playground maple Registration date July 2013 Residence Certain gender

Re: Is necromancy even worth it? - Questions on wizard subclasses

Posted by: Jerry Poruga

Of course, it is impossible to trust that GM seems to be applying these templates, and it does not count, but provides one or another race according to the location of the corresponding race. Any specific line with abilities. At least, there is no basis for GM to oppose the application of these rules. In the Animate Dead], we do not intend to make the audience a creature that greatly changes CR from the revived dead, such as zombies and Ogra skeletons, and will eventually keep the dead in the end of the dead themselves. worth it.

This is Everon, not Everon. This is not the best mystery, but a wide range of mysticism. And this is not literally steam punk. At the same time, when steam gets in the way, it is when the fir e-like elements and water elements are freely rampaging.

This is Eberron, not Eberron. This is not supreme mysticism, but pervasive mysticism. And it's not literally steampunk. Steam only matters when you unleash the fire and water elementals.

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A playground auger Release date August 2013

Re: Is necromancy even worth it? - Questions on wizard subclasses

Etin of the playground

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Ettins in the Playground Registration date August 2006 Living area Britain Paul

Re: Is necromancy even worth it? - Questions on wizard subclasses

You. There are no templates, just basic skeletons and zombies, like this.

This is Everon, not Everon. This is not the best mystery, but a wide range of mysticism. And this is not literally steam punk. At the same time, when steam gets in the way, it is when the fir e-like elements and water elements are freely rampaging.

As I said, it would not hurt to ask.

Sorry if I did something nonsensical. I am similar. I also like a good discussion, for example, do not take offense if I am a certain amount... simple.

If I did something meaningless, I'm sorry. I'm similar. Also, I, if I have a certain amount, do not harm, for example, I prefer a good argument ... Frank.

Note: If you come to 5ED D & amp; amp; other, all my concepts and conclusions are based on that. I reserve the right to make a mistake or key.

Spoilers
Posted by Overdemon

Re: Is necromancy even worth it? - Questions on wizard subclasses

I don't claim, it's rudimentary, but I don't know some of your mathematical calculations. Do you have a spiritual weapon command at 6 levels? Isn't this really average within 20 units of damage? For example, Sharpshooter does 48 damage in front of the cube, do you offer a missing chance or something?

Similarly, what actually use the hunter as a ground for a sniper build, is there a way to connect the strategy with footprints? Military appraisers are considered to be more meaningful (and probably more common) as hunters for this build, and the other two equations use some of their own resources. If you can still imagine doing this (especially S R-class). In addition, missing, fastest, fastest, and in fact military enthusiasts can be reincarnated as a bestseller and can impose supplementary damage/ conditions for the already hit attacks.

Build, recommendation, announcement and almost all other things on D & AMP; AP;

By: Jack Phoenix

MM Undead are not "human skeletons and zombies". They are skeletons and zombies. You can get the same thing from a gnome, a man, an orc, or even a freaking halfling. These "templates" in the DMG are not templates, they are "NPC-races" that can be applied to MM NPCs' stats. NPC-races" can be applied to MM NPCs' stats.

You. There are no templates, just basic skeletons and zombies, like this.

This is Everon, not Everon. This is not the best mystery, but a wide range of mysticism. And this is not literally steam punk. At the same time, when steam gets in the way, it is when the fir e-like elements and water elements are freely rampaging.

Playground Troll

Joined May 2019
Spoilers
Registered 2012/06 By Max Wilson

Re: Is necromancy even worth it? - Questions on wizard subclasses

What an impressive comment. Skeletons, if you fight monsters in the MM-way, will never do you any good, unconsciously about the introduction of your bonus influence.

By: Jack Phoenix

MM Undead are not "human skeletons and zombies". They are skeletons and zombies. You can get the same thing from a gnome, a man, an orc, or even a freaking halfling. These "templates" in the DMG are not templates, they are "NPC-races" that can be applied to MM NPCs' stats. NPC-races" can be applied to MM NPCs' stats.

Builds, recommendations, announcements and almost everything about D& amp; AP;

Don't be shy to scribble messages for any assembly requests or calls

Don't be shy to scribble a message for any questions for assemblies or tasks

Ettins on the playground

Spoilers
Posted by Overdemon

Re: Is necromancy even worth it? - Questions on wizard subclasses

I don't claim, it's rudimentary, but I don't know some of your mathematical calculations. Do you have a spiritual weapon command at 6 levels? Isn't this really average within 20 units of damage? For example, Sharpshooter does 48 damage in front of the cube, do you offer a missing chance or something?

Builds, recommendations, announcements and almost everything about D& amp; AP;

Don't be shy to scribble messages for any assembly requests or calls

The last one was modified by Maxwilson; 2019-10-07 at 11:48am.

Playground furbolg

Joined July 2013 Location Somewhere
Spoilers
Playground maple Registration date July 2013 Residence Certain gender

Re: Is necromancy even worth it? - Questions on wizard subclasses

Posted by: Jerry Poruga

As I said, it would not hurt to ask.

Sorry if I did something nonsensical. I am similar. I also like a good discussion, for example, do not take offense if I am a certain amount... simple.

Posted by: Max Wilson

Animate Dead says DM has a stats, but does not say that MM has a stats. When I do DM, I sometimes change my skeleton status using a DMG template. Not always, but sometimes. It does not give a flying skeleton of Arakkokura-the wings of the skeleton are given if the body condition is good, but cannot be lied.

What an impressive comment. Skeletons, if you fight monsters in the MM-way, will never do you any good, unconsciously about the introduction of your bonus influence.

Playground Troll

This is Everon, not Everon. This is Hirama, not high magic. And this is definitely not a steam punk. Steam interferes with the incident only when the fire element and water elements escape freely.

Bug bear at the playground

This is Eberron, not Eberron. This is not supreme mysticism, but pervasive mysticism. And it's not literally steampunk. Steam only matters when you unleash the fire and water elementals.

Spoilers
Bug bear at the playground Overall, Necromancy of 5E is a very effective strategy at low and medium levels, but does not scale at high levels. That said, it's better than the 4E where Necromancy did not exist. And frankly, most campaigns are depicted in places where the revived dead is no longer useful. Most of the main adventures of the first team stop at about 10 levels. Even in recent "descent to Avernas" campaigns, if there is no spoiler, it is an absolutely magnificent campaign from the concept, but it has reached only 12 or 13 levels. If your game does not exceed this framework, skeleton with a bow should never be effective with thre e-level sequin.

Re: Is necromancy even worth it? - Questions on wizard subclasses

The accuracy is limited, "but not in 5E. The skeleton is wonderful at level 5, and at level 6, it is better than anyone who strengthens the black magician, and then gradually diminishes its usefulness. The beginning of youth is no longer worth it.

In addition, the "calling the undead" spell line has the ability to make it possible to cause shor t-term shadows, and that the shadow that has not been changed is controlled by the "undead" team. Since then, I have had the opportunity to create shadow random numbers under your shadow control. Inexpensive at the ninth level, these shadows are immune to normal physiological injury, causing loss by strength when touching AC, making them at 20 levels, you are generated in order. To prepare a very burning military danger, including the case where it is not abused, and control any larg e-scale shadow pond.

Eventually, you can make rats and ghosts for you to make a huge undead, which is regarded as an ethe r-like undead aimed at a sensory AC like a shadow, in fact, it is. Rather, prepare them that are not safe, including for the best monsters.

Despite the fact that accuracy is limited, 5E is not. The skeleton is not bad when you get it at the 5E-level, and at level 6, the black magician-that of the black magician-buff, and then they gradually toward the right different values. Lost usefulness. At the beginning of youth, they no longer need them to flutter with them. And it's not worth diving with them, more than once.

To be honest, in 3. 5, you don't have to worry about the creation of an undead unless you abuse the knight generation, but the 3 and 5 animated deaths, undead summoning spells, and the creation of a glator and undead. The strategy with the undead disciples means that it is quite effective from the first sense to the magnificent meaning.

In 5E, there is no skeleton, no undead summoning spells, and the creation of an undead does not have the ability to convert to an ether, and in the unlikely event that it is possible, they do not have immunity to non-dimensional damage. Touch AC does not eat, for example, they are all at a large level.

In general, in 5e, black magic is considered a fairly effective strategy of low/medium importance, but it doesn't scale to the highest values. This is at least the same as in 4e, where necromancy didn't exist. And frankly, most campaigns have delayed to such a stage that reanimated dead are no longer needed. Most of the major adventure books for one party are stuck at the 10th value. Without any spoilers, it is only up to 12 or 13 significance that a campaign can be considered unconditionally epic, including the recent campaign "Descent of Avernus". If your game is not going to go beyond this framework, skeletons with bows are never necessary to end the effective introduction of the third significance spell slot.

However, if the campaign enters further, it goes for you in the footsteps of sending necromancer elementals to retire and light up with something else, due to the fact that the real life of this line is an eclipse of the sky of time, and nothing can fill this void. Necromancy at its most important is a bad handful of almost universally bad spells. These, like magic pots, including one or two solid spells of the highest value in necromancy, are things that wizards of other specialties would otherwise use, and as a result, do not receive superiority from individuals of your secondary school.

For example, in a magician's spellbook, magic pots look great, but for a necromancer, this is a rather unusual way of self-destruction.

This is still noteworthy because you get magic pots at about the level where you want to do it as a necromancer.

Playground Troll

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Elim Rim - Journalist, creative writer

Last modified 05.10.2024

You can be sure that necromancy could be useful in many situations. It may not be always useful in combat, but this hobby is roleplaying game, so you have to. 100-zombies.lol › questions › what-is-the-value-of-a-low-level-necr. Necromancy spells are few, vary in ranges (often require melee range), provide no defenses, and have very few support effects for Wizards.

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