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Necromancer: Command Undead
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6696371" data-attributes="member: 6787650"><p>The Necromancer is 5E's version of the minionmancer. At 14th level, he gets an ability which looks lackluster at first but actually has some potential: he can make undead creatures friendly and/or take control, if they fail a Cha save, and if they don't have at least Int 12, that command is permanent until he gets a new creature.</p><p></p><p>My question for y'all: what do you see as the best possible use of this ability? Would you create your own wight via Create Undead and use it to command zombies? Or get your own vampire spawn? Or use it as a disposable slot for taking control of enemy undead at will?</p><p></p><p>So far the best idea I have is, if you happen to ever meet a mummy lord, to Feeblemind him and then Bestow Curse (Cha saves). He gets one save at +0 and then he's yours forever (hopefully). Mwahahaha! Now you have an undead thug, who is a mid-level cleric spellcaster, immune to normal weapons (but vulnerable to fire), who can attack up to 4 times per round (thanks to legendary actions) for approximately 140 points of damage in addition to paralyzing enemies with his gaze. He also has some interesting legendary actions such as preventing regeneration, blinding enemies, and (most interesting of all) stunning them with a Blasphemous word. (Make sure you plug your own ears with wax first though so you don't get stunned too--so this isn't something you want him doing on the spur of the moment. You have to plan it ahead of time.) His HP are low and he is fragile, but if you just take his heart with you, he conveniently reforms 24 hours after being killed. He is kind of slow (20' movement) but you can Longstrider him to keep up, or even summon him a Phantom Steed.</p><p></p><p>The reason I'm thinking about this is because I'm building a possible adventure location for my players right now, and there's a mummy lord there as well as some medusas, so naturally my mind turns to "how would I exploit this if I were a PC?" Capturing a pet mummy lord seems, so far, like the best possible use of the Command Undead feature, but there may be others I'm overlooking.</p><p></p><p>BTW, you want to reverse the Feeblemind after you take control of him, or else he won't be able to understand language or follow your commands. That's why you can't just Feeblemind a Death Tyrant or something and keep it forever--once you take off Feeblemind it goes back to making saving throws every hour to break free (because it's Int 19), but a mummy lord is Int 11 so is perma-controlled.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6696371, member: 6787650"] The Necromancer is 5E's version of the minionmancer. At 14th level, he gets an ability which looks lackluster at first but actually has some potential: he can make undead creatures friendly and/or take control, if they fail a Cha save, and if they don't have at least Int 12, that command is permanent until he gets a new creature. My question for y'all: what do you see as the best possible use of this ability? Would you create your own wight via Create Undead and use it to command zombies? Or get your own vampire spawn? Or use it as a disposable slot for taking control of enemy undead at will? So far the best idea I have is, if you happen to ever meet a mummy lord, to Feeblemind him and then Bestow Curse (Cha saves). He gets one save at +0 and then he's yours forever (hopefully). Mwahahaha! Now you have an undead thug, who is a mid-level cleric spellcaster, immune to normal weapons (but vulnerable to fire), who can attack up to 4 times per round (thanks to legendary actions) for approximately 140 points of damage in addition to paralyzing enemies with his gaze. He also has some interesting legendary actions such as preventing regeneration, blinding enemies, and (most interesting of all) stunning them with a Blasphemous word. (Make sure you plug your own ears with wax first though so you don't get stunned too--so this isn't something you want him doing on the spur of the moment. You have to plan it ahead of time.) His HP are low and he is fragile, but if you just take his heart with you, he conveniently reforms 24 hours after being killed. He is kind of slow (20' movement) but you can Longstrider him to keep up, or even summon him a Phantom Steed. The reason I'm thinking about this is because I'm building a possible adventure location for my players right now, and there's a mummy lord there as well as some medusas, so naturally my mind turns to "how would I exploit this if I were a PC?" Capturing a pet mummy lord seems, so far, like the best possible use of the Command Undead feature, but there may be others I'm overlooking. BTW, you want to reverse the Feeblemind after you take control of him, or else he won't be able to understand language or follow your commands. That's why you can't just Feeblemind a Death Tyrant or something and keep it forever--once you take off Feeblemind it goes back to making saving throws every hour to break free (because it's Int 19), but a mummy lord is Int 11 so is perma-controlled. [/QUOTE]
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