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<blockquote data-quote="KarinsDad" data-source="post: 6664539" data-attributes="member: 2011"><p>Thanks for the replies guys. Here is what I ended up with:</p><p></p><p>I was not able to get the Con (12) and Dex (14) and Wis (14) I wanted, so I switched the PC around to have Dex 10 instead of 14 and use Plate and Shield instead of Breastplate and Shield. This does mess up Stealth and Dex saves and Init and lowers his move to 20, but it also increases AC by 2 and replaced my 13 or 14 Wis with a 16 Wis. That makes Inflict Wounds a viable spell and increases Clerical spell selection by 1 or 2. So he can now take Inflict Wounds, Shield of Faith, Healing Word, and one more (in addition to Cure Wounds and Bless which he gets from the Life Domain).</p><p></p><p>And yes, he will sometimes have 4 skeletons instead of 2, but I was planning on just 2 most of the time to keep the board clear of 2 extra miniatures, and to allow for the Tenser's trick (which is no longer viable).</p><p></p><p>Since our party is now losing 2 of the 3 multiple attacks per round melee PCs, I am sometimes planning on Blessing the skeletons. At level 7 (which is just around the corner), that would make two of them 4+D4 to hit and D6+5 damage with short bows and give the Druid the third one (or alternatively, give my to hit spells a buff). Without even taking into account my PC's action, that raises the DPR against AC 12 of the 2 skeletons each from 3.75 to 7.1875 (14.375 total with 2 skeletons, 21.88 total with 4 skeletons). The Fighter that I am replacing had a DPR of 21.59 without nova-ing and damage mitigation in a hard encounter (himself only) of about 50 hit points if he could get a short rest between fights. Even against AC 18, the DPR has similar totals (9.275 2 skeletons, 13.475 4 skeletons; 13.82 Fighter). The damage mititgation that my PC should be about 42 hit points spread across the party per short rest.</p><p></p><p>So by casting Bless, 4 ranged skeletons is about the same DPR as the Fighter, but they are squishier. Another 7.2 DPR vs. the AC 12 case or 4.5 DPR vs. the AC 18 case for my PC casting cantrips and this is fairly solid DPR at the cost of a single spell.</p><p></p><p></p><p>Alternatively, if I do not Bless the skeletons and cast Vampiric Touch, I can wade into combat, have a familiar or one of the skeletons do help actions, and do 10 points of damage and heal myself about 10 points of damage if I hit (more if a foe drops) each time I hit for an entire encounter with one spell. With AC 20, a potential to Shield of Faith that for 2 more and Shield spell it to 27, I won't do a ton of damage, but I also will be hard to take down shy of spells or breath weapons. As Conan said in response to "What is best in life?":</p><p></p><p>" To crush your enemies, to see them driven before you, and to hear the lamentations of their women!"</p><p></p><p>The concept of a plate and shield armored necromancer with a few helpers merely touching foes and their counterattacks hardly touching him is satisfying in its own way. Without using the helpers for Advantage, I'll do less damage with the Necromancer, but I'll do more damage with the skeletons hanging back shooting shortbows.</p><p></p><p>Granted, each time I am hit, I will need to make a DC 10 Con save to maintain concentration at +1 (+2 with a half proficiency house rule), but such a heavily AC-ed PC should rarely get hit.</p><p></p><p>At level 6, the PC has 21 Wizard spells (the DM supplied 7 due to 6+ levels of adventuring) to choose from. Prepped at any time, 8 Wizard spells, 6 Cleric spells (2 being Cure Wounds and Bless), and 7 cantrips. That's a lot of options compared to most 6th level Wizards at 9 Wizard spells and 4 cantrips.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6664539, member: 2011"] Thanks for the replies guys. Here is what I ended up with: I was not able to get the Con (12) and Dex (14) and Wis (14) I wanted, so I switched the PC around to have Dex 10 instead of 14 and use Plate and Shield instead of Breastplate and Shield. This does mess up Stealth and Dex saves and Init and lowers his move to 20, but it also increases AC by 2 and replaced my 13 or 14 Wis with a 16 Wis. That makes Inflict Wounds a viable spell and increases Clerical spell selection by 1 or 2. So he can now take Inflict Wounds, Shield of Faith, Healing Word, and one more (in addition to Cure Wounds and Bless which he gets from the Life Domain). And yes, he will sometimes have 4 skeletons instead of 2, but I was planning on just 2 most of the time to keep the board clear of 2 extra miniatures, and to allow for the Tenser's trick (which is no longer viable). Since our party is now losing 2 of the 3 multiple attacks per round melee PCs, I am sometimes planning on Blessing the skeletons. At level 7 (which is just around the corner), that would make two of them 4+D4 to hit and D6+5 damage with short bows and give the Druid the third one (or alternatively, give my to hit spells a buff). Without even taking into account my PC's action, that raises the DPR against AC 12 of the 2 skeletons each from 3.75 to 7.1875 (14.375 total with 2 skeletons, 21.88 total with 4 skeletons). The Fighter that I am replacing had a DPR of 21.59 without nova-ing and damage mitigation in a hard encounter (himself only) of about 50 hit points if he could get a short rest between fights. Even against AC 18, the DPR has similar totals (9.275 2 skeletons, 13.475 4 skeletons; 13.82 Fighter). The damage mititgation that my PC should be about 42 hit points spread across the party per short rest. So by casting Bless, 4 ranged skeletons is about the same DPR as the Fighter, but they are squishier. Another 7.2 DPR vs. the AC 12 case or 4.5 DPR vs. the AC 18 case for my PC casting cantrips and this is fairly solid DPR at the cost of a single spell. Alternatively, if I do not Bless the skeletons and cast Vampiric Touch, I can wade into combat, have a familiar or one of the skeletons do help actions, and do 10 points of damage and heal myself about 10 points of damage if I hit (more if a foe drops) each time I hit for an entire encounter with one spell. With AC 20, a potential to Shield of Faith that for 2 more and Shield spell it to 27, I won't do a ton of damage, but I also will be hard to take down shy of spells or breath weapons. As Conan said in response to "What is best in life?": " To crush your enemies, to see them driven before you, and to hear the lamentations of their women!" The concept of a plate and shield armored necromancer with a few helpers merely touching foes and their counterattacks hardly touching him is satisfying in its own way. Without using the helpers for Advantage, I'll do less damage with the Necromancer, but I'll do more damage with the skeletons hanging back shooting shortbows. Granted, each time I am hit, I will need to make a DC 10 Con save to maintain concentration at +1 (+2 with a half proficiency house rule), but such a heavily AC-ed PC should rarely get hit. At level 6, the PC has 21 Wizard spells (the DM supplied 7 due to 6+ levels of adventuring) to choose from. Prepped at any time, 8 Wizard spells, 6 Cleric spells (2 being Cure Wounds and Bless), and 7 cantrips. That's a lot of options compared to most 6th level Wizards at 9 Wizard spells and 4 cantrips. [/QUOTE]
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