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General Tabletop Discussion
*Dungeons & Dragons
5th Edition -- Help Me Break the Game!
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<blockquote data-quote="Dausuul" data-source="post: 6361381" data-attributes="member: 58197"><p><span style="font-family: 'arial'">Okay, I got one. It's a variant on the necromancer abuse already discussed. But worse. <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></span><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">Play a warlock 5/wizard 6 (combined level 11). The wizard should be Necromancy school. The warlock's choices don't much matter.</span><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">As a warlock, you can cast two 3rd-level spells per <em>short</em> rest--and you can use those slots to cast wizard spells! If you can pack 8 short rests into a day, that means 16 castings, letting you sustain 64 skeletons. (Add a long rest and you still have a solid 8 hours a day for adventuring, which should be more than enough. For travel, just relax in a palanquin. You're not short on litter-bearers.) And unlike the necromancer who burns up every slot above 2nd level, you don't sacrifice firepower during the adventure. You still have all your spells and invocations. If a few of your skeletons get killed, a short rest will let you replenish their ranks.</span><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">The real horrorshow, however, comes if you keep advancing in warlock. When you reach level 13, you go up to 96 skeletons. At level 15, you go up to 128 skeletons. At level 17, you go up to 196! <em>And </em>you're an 11th-level warlock and a 6th-level wizard.</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">After that point, you don't get any more undead for leveling up further. Your final 3 levels should be in bard. Get proficiency in Performance (Dance), put on red leather armor, and switch from skeletons to zombies.</span></p><p><span style="font-family: 'arial'"></span></p></blockquote><p></p>
[QUOTE="Dausuul, post: 6361381, member: 58197"] [FONT=arial]Okay, I got one. It's a variant on the necromancer abuse already discussed. But worse. :devil:[/FONT][FONT=arial] [/FONT] [FONT=arial]Play a warlock 5/wizard 6 (combined level 11). The wizard should be Necromancy school. The warlock's choices don't much matter.[/FONT][FONT=arial] [/FONT] [FONT=arial]As a warlock, you can cast two 3rd-level spells per [I]short[/I] rest--and you can use those slots to cast wizard spells! If you can pack 8 short rests into a day, that means 16 castings, letting you sustain 64 skeletons. (Add a long rest and you still have a solid 8 hours a day for adventuring, which should be more than enough. For travel, just relax in a palanquin. You're not short on litter-bearers.) And unlike the necromancer who burns up every slot above 2nd level, you don't sacrifice firepower during the adventure. You still have all your spells and invocations. If a few of your skeletons get killed, a short rest will let you replenish their ranks.[/FONT][FONT=arial] [/FONT] [FONT=arial]The real horrorshow, however, comes if you keep advancing in warlock. When you reach level 13, you go up to 96 skeletons. At level 15, you go up to 128 skeletons. At level 17, you go up to 196! [I]And [/I]you're an 11th-level warlock and a 6th-level wizard. After that point, you don't get any more undead for leveling up further. Your final 3 levels should be in bard. Get proficiency in Performance (Dance), put on red leather armor, and switch from skeletons to zombies. [/FONT] [/QUOTE]
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