D&D 5E Suggestions for a New PC

One cannot create skeletons from freshly killed hobgoblins. Those would become zombies.

Skeletons can only be created by piles if bones.

I will discuss this with my DM. I think that medium armor is reasonable, but I am also ok with the skeletons out of the MM.


I do not want to overshadow the other PCs either. Healing is a good schtick because my PC can heal ~185 hit points per day if Cure Wounds is the only spell I cast. If the Cleric did that, she would only cure ~105 points (the Cleric could do more with Prayer of Healing, but not in combat). And the 4 other spell casters who can heal almost never do so.

We already have another multiclass Wizard, so I don't want to step on his schtick too much.

We already have a Druid that conjures animals, so I don't want to step on his schtick too much either.

And since we are losing two heavily armored PCs, that schtick is becoming available again (the best AC in the party is now 18, so my PC will have a 20, front line material :lol:).

For the most part, I am quite content to make more modest contributions with skeletal arrows and cantrips (significantly more DPR than a non-necomancer though) and familliar/undead helps, and use a third to a half of the spells for healing, and have the undead use healing potions in combat for downed foes (currently, that is the exception instead of the rule). This frees up Healing Word (and even Mass Healing Word) spells of the other PCs for when PCs drop unconscious.

You can create skeletons out of relatively freshly killed hobgoblins. It's pretty disgusting and time consuming. You are a necromancer. I could see you carefully carving the flesh off a few creatures and polishing some bones, while your companions try to hold down their dinner.
 

log in or register to remove this ad

I just want to say that I love the idea of a team of skeleton medics, that just run in, pull out unconscious PCs, and patch them up.

I wasn't actually thinking of these skeletons as medics, but you're right.

I was struggling with coming up with names for these guys (our Druid player often conjures two animals and calls them Sparky and Lutz), but you've convinced me on the name of the first one.


Bones (aka Dr. McCoy). :lol:
 

You can create skeletons out of relatively freshly killed hobgoblins. It's pretty disgusting and time consuming. You are a necromancer. I could see you carefully carving the flesh off a few creatures and polishing some bones, while your companions try to hold down their dinner.

Yeah, I considered that. But then, they aren't exactly freshly killed. Btw, it's faster to just make soup. :erm:
 


Yeah, I considered that. But then, they aren't exactly freshly killed. Btw, it's faster to just make soup. :erm:

You could just burn the bodies, and then raise the bones after.

Burn the bodies to cleanse the souls and offer them safe passage to the afterlife. Then feel free to raise the bones because...

"They're just bones. It isn't as though I'm binding their spirit into torment and servitude. Just raising some inanimate bones, that's all. Like rocks. You wouldn't be upset if I were raising ROCKS to help us, would you? Well, they're like rocks. Rocks that used to be inside our enemies. Living rocks that had the flesh and muscles of living creatures around it, imbued with their lifeforce and filled with their souls. Just rocks."
 
Last edited:

This is why I don't play necromancers. My imagination is too vivid It makes me queasy to even think about working with the dead.

I don't have that problem as a DM, so I don't have it as a player. As a DM, I have the NPCs do nastier stuff then this.


However, I did find a great FR deity for this (half elven) PC:

Naralis Analor (also spelt Naris Analor) is a minor elven god associated with healing, easing of pain, and death. His symbol is a shield bearing a white dove. He is considered a member of the Seldarine.

Naralis Analor's primary interest is not just the safeguarding of elven souls after they depart, but also healing of the living. He is one of the few death gods who isn’t malevolent or uncaring, and he’s very popular in those worlds where his worship is practiced.

Naralis’s worshipers are those who are concerned with keeping their fellow elves healthy, and in caring for those who are going to die. Some adventurers give their respect to Naralis in the hope he’ll be able to turn the next potential deathblow away from them.
 

Your important spells are Animate Dead, Web, Fog Cloud, and Bless. Animate Dead is obvious, Web locks down melee opponents in a very wide area, allowing you to divide and conquer an encounter. Fog Cloud cast on ranged enemies can force them to move out into the open where your front line can deal with them more easily. Bless is extremely powerful for its level. Easily on-par with 3rd-level spells.

You should never heal in combat unless it brings a fallen ally back up. Otherwise the damage you healed will just get dealt right back to you by an enemy you could've killed or disabled instead. For that reason, you should prepare Healing Word over Cure Wounds. Healing Word lets you bring an ally back as a bonus action while you use your Action for something more productive.

Once you get more spell slots, look for Hypnotic Pattern. It's a powerful AoE disable.
 

Remove ads

Top