D&D 5E (2024) The Undead Army Necromancer is not Designable


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The Undead Army Necromancer needs its own spell.

A spell that summons a blob of undead that you make do actions.
Here is where short term undead swarms with the area taken up dependent upon spell levels comes into play.
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.
 

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.
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.
 
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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.
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.
 

Conjure Animals Undead Horde
Duration: Concentration, up to 1 minute.

You conjure nature spirits mindless undead that appear as a pack horde in an unoccupied space you can see within range. The pack horde lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds zombie, 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.
I was thinking.

Conjure Beasts Undead

You conjure nature spirits minor undead that appear as a Large pack horde of spectral, intangible animals in an unoccupied space you can see within range. The pack horde lasts for the duration or until killed, and you choose the spirits’ animal form, such as wolves, serpents, or birds zombie, skeleton or ghosts.

The horde has 20HP and has 13 AC. As a bonus action, you can integrate a corpse of a Medium or Small humanoid or beast within 5 feet of the horde into it, increasing its current and maximum HP by 5 to a maximum of 100 HP. The spell ends early if the horde runs out of HP and all integrated corpses reappear in its space.

You have Advantage on Strength saving throws while you’re within 5 feet of the pack, and When you move on your turn, you can also move the pack horde up to 30 feet to an unoccupied space you can see.

Whenever the pack horde moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack horde or ends its turn there, you can make force that creature to make a Dexterity Strength saving throw. On a failed save, the creature takes 3d10 Slashing 2d12 Necrotic damage or is Restrained until they succeed the end of their next turn. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot. The horde's damage increases by 1d10 1d12 and HP increases by 20 HP for each spell slot level above 3 2.
 

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.
2024 version.

When it's a moving blob of damage.
 



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