Treantmonklvl20
Explorer
Arcane School: Necromancy. Rank 8
Grim Harvest (2nd level): I don't like this ability. Not just because I tend not to focus on damage spells. I don't like that it heals HP rather than provides temps. This means that even if I do damage, and even if I kill a creature, unless I've taken damage, this ability doesn't help me. This also scales poorly, as the higher level necromancy spells tend to be bad at killing things. Still, this isn't useless, but it isn't very good, and sounds better than it is.
Undead Thralls (6th level): Now this is a good ability, and is probably the reason you would become a Necromancer. There are limitations to consider. It's not always easy to find the necessary body (unless you are carrying them around with you). Also, they tend to go down easy, often as collateral damage, so they aren't even necessarily taking up enemy attacks. Whether or not they can be equipped differently than their entry in the MM is up to your DM. I should mention that 3rd level spells are valuable at 6th level, and for several levels afterwards, so this is a big investment.
Inured to Death (10th level): Resistance is nice, and Necrotic Resistance is middle of the road, though it may be ranked higher in undead centred campaigns. Not being able to have your HP total reduced is also useful, but is even more circumstantial. Keep in mind the lowly Transmuter can choose an elemental resistance at 6th level, and that's not the best feature of their 6th level ability. Puts it in perspective I think.
Command Undead (14th level): So this is super circumstantial, but could be amazing. Since you can potentially use this to control any undead, it means you could have a pet Nightwalker, that remains your pet Nightwalker until it's destroyed or you use this feature again. The use is significantly more limited on intelligent undead, in fact, I wouldn't expect it to work on many Dracoliches, even if they've used up their legendary resistance.
Grim Harvest (2nd level): I don't like this ability. Not just because I tend not to focus on damage spells. I don't like that it heals HP rather than provides temps. This means that even if I do damage, and even if I kill a creature, unless I've taken damage, this ability doesn't help me. This also scales poorly, as the higher level necromancy spells tend to be bad at killing things. Still, this isn't useless, but it isn't very good, and sounds better than it is.
Undead Thralls (6th level): Now this is a good ability, and is probably the reason you would become a Necromancer. There are limitations to consider. It's not always easy to find the necessary body (unless you are carrying them around with you). Also, they tend to go down easy, often as collateral damage, so they aren't even necessarily taking up enemy attacks. Whether or not they can be equipped differently than their entry in the MM is up to your DM. I should mention that 3rd level spells are valuable at 6th level, and for several levels afterwards, so this is a big investment.
Inured to Death (10th level): Resistance is nice, and Necrotic Resistance is middle of the road, though it may be ranked higher in undead centred campaigns. Not being able to have your HP total reduced is also useful, but is even more circumstantial. Keep in mind the lowly Transmuter can choose an elemental resistance at 6th level, and that's not the best feature of their 6th level ability. Puts it in perspective I think.
Command Undead (14th level): So this is super circumstantial, but could be amazing. Since you can potentially use this to control any undead, it means you could have a pet Nightwalker, that remains your pet Nightwalker until it's destroyed or you use this feature again. The use is significantly more limited on intelligent undead, in fact, I wouldn't expect it to work on many Dracoliches, even if they've used up their legendary resistance.
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