Hi there guys! I've been playing in a campaign for some time now and finally reached my initial character goal of hitting Wizard 6 for the Necromancer arcane tradition features. Been having a lot of fun with skeletons so far, and am happy with where I'm at.
I would really appreciate some input on how to move forward with this, however. I feel as though I've gotten the most bang for my buck as far as this arcane tradition goes. The level ten feature is decent, but not particularly interesting. The 14th level feature, Command Undead, is actually pretty interesting, but it's a big commitment to head that way.
The issue is, in my opinion, to really continue as a Necromancer, I'd have to start raising an encumbering number of undead. I have 4 skeletons on average now, and it's just about the sweetspot. Too much more rolling is going to slow the game down for everyone. Also, the 6th level spell Create Undead offers ghouls -- who aren't much to look at. And the later two features, Wights and Mummies, don't seem too hot when they finally come "online" so to speak.
So a big part of me wants to focus on just a small number of easily replaceable undead (3rd level slots) to use as meatshields. Due to bounded accuracy, I feel like Skeletal archers will remain useful the whole game if I use them as fire support and not so much as frontliners.
I would love opinions on alternate paths to travel, and offer a few thoughts below. Anyway it cuts, I'll probably take wizard to 8 to get the next ASI:
1. Continue wizard.
---Pro: full caster spell progression, level 14 class feature, and 6th level spell Create Undead.
---Con: I am kind of having to limit my amount of undead for ease of play. The higher level spells don't offer much to necromancy except for Finger of Death. That being said, high level Wizard spells are incredibly impressive.
2. Dip Rogue.
---Pro: Thematically fitting as a sort of grim surgeon/frankenstien, using my anatomy knowledge to strike foes. Works well with new wizard SCAG cantrips such as booming blade and greenflame blade. Would allow me to "wade in" with my undead, and still use them for protection. Could also go for thief and Healer feat to be something of a necromancer medic.
---Con: Loose full caster progression. 6 levels of Wizard HD so far, but my con is 16, so I'll be soft. Some turns I'll need to use bonus actions to give my undead specific orders. Intelligence as a stat isn't useful for multiclassing.
3. Pick up as Sorcerer.
--Pro: would let me work as the groups fire support. Nothing here directly supports necromancy as a theme. But I could twin or quicken, increasing my damage output significantly and using my skeletons for fire support.
--Con: Charisma as casting ability for any of my sorcery slots. Not super true to theme, but blasting is fun.
I would love any feedback, advice, or additional build possibilities.
Thanks!
I would really appreciate some input on how to move forward with this, however. I feel as though I've gotten the most bang for my buck as far as this arcane tradition goes. The level ten feature is decent, but not particularly interesting. The 14th level feature, Command Undead, is actually pretty interesting, but it's a big commitment to head that way.
The issue is, in my opinion, to really continue as a Necromancer, I'd have to start raising an encumbering number of undead. I have 4 skeletons on average now, and it's just about the sweetspot. Too much more rolling is going to slow the game down for everyone. Also, the 6th level spell Create Undead offers ghouls -- who aren't much to look at. And the later two features, Wights and Mummies, don't seem too hot when they finally come "online" so to speak.
So a big part of me wants to focus on just a small number of easily replaceable undead (3rd level slots) to use as meatshields. Due to bounded accuracy, I feel like Skeletal archers will remain useful the whole game if I use them as fire support and not so much as frontliners.
I would love opinions on alternate paths to travel, and offer a few thoughts below. Anyway it cuts, I'll probably take wizard to 8 to get the next ASI:
1. Continue wizard.
---Pro: full caster spell progression, level 14 class feature, and 6th level spell Create Undead.
---Con: I am kind of having to limit my amount of undead for ease of play. The higher level spells don't offer much to necromancy except for Finger of Death. That being said, high level Wizard spells are incredibly impressive.
2. Dip Rogue.
---Pro: Thematically fitting as a sort of grim surgeon/frankenstien, using my anatomy knowledge to strike foes. Works well with new wizard SCAG cantrips such as booming blade and greenflame blade. Would allow me to "wade in" with my undead, and still use them for protection. Could also go for thief and Healer feat to be something of a necromancer medic.
---Con: Loose full caster progression. 6 levels of Wizard HD so far, but my con is 16, so I'll be soft. Some turns I'll need to use bonus actions to give my undead specific orders. Intelligence as a stat isn't useful for multiclassing.
3. Pick up as Sorcerer.
--Pro: would let me work as the groups fire support. Nothing here directly supports necromancy as a theme. But I could twin or quicken, increasing my damage output significantly and using my skeletons for fire support.
--Con: Charisma as casting ability for any of my sorcery slots. Not super true to theme, but blasting is fun.
I would love any feedback, advice, or additional build possibilities.
Thanks!