The Undead Army Necromancer needs its own spell.
A spell that summons a blob of undead that you make do actions.
Neither of these resemble the Diablo Necromancer though, which is really what this thread is all about. The Diablo Necromancer has a bunch of until-they-are-killed undead minions, and the reason it can have them is that they are controlled by the computer. So in that sense the OP is correct, it's impractical for a player to have multiple independently acting long duration minions in a turn based tabletop game.Here is where short term undead swarms with the area taken up dependent upon spell levels comes into play.
I'm taking aboutNeither of these resemble the Diablo Necromancer though, which is really what this thread is all about. The Diablo Necromancer has a bunch of until-they-are-killed undead minions, and the reason it can have them is that they are controlled by the computer. So in that sense the OP is correct, it's impractical for a player to have multiple independently acting long duration minions in a turn based tabletop game.
Given that Conjure Animals makes the game grind to a screeching halt, that's not a viable solution for a playable turn based tabletop game.I'm taking about
"Conjure Animals But Undead" like @mellored
suggested
And Emanation that you control that moves around that deals Necrotic damage or Restrain enemies that monsters can target.
I was thinking.ConjureAnimalsUndead Horde
Duration: Concentration, up to 1 minute.
You conjurenature spiritsmindless undead that appear as apackhorde in an unoccupied space you can see within range. Thepackhorde lasts for the duration, and you choose thespirits' animal form, such aswolves, serpents, or birdszombie, skeleton, or tentacles. The horde can occupy the same space as other creatures, move around corners, fit though spaces a small or bigger creature can fit though, and is difficult is difficult terrain.
The horde has 20HP and all attacks against it automatically succeed, and it automatically fails any saving throw, and is vulnerable to area of effects. The spell ends early if the horde runs out of HP. It's diameter is equal to a radius of it's hit points divided by 5 (minimum 5').
Creatures, other than you, in the horde must make a Dexterity saving throw at the start of their turns or be Grabbed and take 2d4 Necrotic damage and 2d4 bludgeoning damage.
When you move on your turn, you can also move the horde up to 15 feet to an unoccupied space you can see. As an action, you can give the horde 5+ your spell casting modifier HP.l, possibly expanding it's size.
Using a Higher-Level Spell Slot. The damage increases by 1d4 Necrotic and 1d4 Bludgeoning for each spell slot level above 3, it's starting HP by 5, and the duration increases by 1 minute.
2024 version.Given that Conjure Animals makes the game grind to a screeching halt, that's not a viable solution for a playable turn based tabletop game.
It also has a limited duration, which most of the summons of the Diablo Necromancer do not.
So its a lose on both counts.
Then it’s only a lose on one count - being anything like a Diablo Necromacer.2024 version.
When it's a moving blob of damage.
How so?Then it’s only a lose on one count - being anything like a Diablo Necromacer.