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How to fix Necromancer wizard so it does not clog down initiative and time with 10+ Animate dead undead walking around?
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<blockquote data-quote="Leatherhead" data-source="post: 9016859" data-attributes="member: 53176"><p>That is very likely to be what WoTC is planning on doing (or at least something similar). Especially given the recent trend of making class features into spells.</p><p></p><p>Unfortunately, the other big Necromancer problem is that they never really felt like Necromancers until you hit level 6. They need some kind of undead minion at level 3 when they get the subclass (well, at least in the UA it's level 3). Ideally the pet would use some variant of the Tasha pet rules and just gain power over the levels.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 9016859, member: 53176"] That is very likely to be what WoTC is planning on doing (or at least something similar). Especially given the recent trend of making class features into spells. Unfortunately, the other big Necromancer problem is that they never really felt like Necromancers until you hit level 6. They need some kind of undead minion at level 3 when they get the subclass (well, at least in the UA it's level 3). Ideally the pet would use some variant of the Tasha pet rules and just gain power over the levels. [/QUOTE]
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How to fix Necromancer wizard so it does not clog down initiative and time with 10+ Animate dead undead walking around?
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