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Undead Master (AD&D) to 5e: Conversion possible?
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<blockquote data-quote="QuietBrowser" data-source="post: 6948213" data-attributes="member: 6855057"><p>Thank you very much for the kind words of support! Taking your advice, this is what the Undead Master looked like in 2e:</p><p></p><p><strong>Base Class:</strong> Wizard</p><p><strong>Alignment Requirements:</strong> Must be Neutral or Evil</p><p><strong>Advantages:</strong></p><ul> <li data-xf-list-type="ul">Spellcasting enhancements as per a Necromancer</li> <li data-xf-list-type="ul">Can cast Enchantment school spells (ordinarily forbidden to Necromancers)</li> <li data-xf-list-type="ul">Can Command Undead as per an Evil Cleric of equivalent level</li> <li data-xf-list-type="ul">Can use Command feature to control Fiends and Extraplanar Creatures as if they were Undead of equivalent hit dice</li> </ul><p><strong>Disadvantages:</strong></p><ul> <li data-xf-list-type="ul">Cannot cast spells from the Alteration (Transmutation, in subsequent editions), Divination or Illusion schools</li> <li data-xf-list-type="ul">Cannot use specialist wizard items (wand of illusion, wand of polymorph, robe of eyes, etc) drawing from those schools</li> <li data-xf-list-type="ul">Can only have 1 proficiency point in 1 Wizard weapon; all other proficiency points must be spent on non-weapon proficiencies</li> </ul><p></p><p>So, what this tells me is that a 5e update needs a Command Undead & Fiends feature, like a cleric, and other features that bolster affinity with Necromancy spells and Enchantment spells. I can't make my mind up if they should get some Conjuration-boosting traits too - what do you think?</p><p></p><p>Or should I post their AD&D fluff writeup, even the whole fluff + crunch writeup, before asking something like this?</p><p></p><p>For a recap, these are the features of the Necromancer, Enchanter and Conjurer wizards in 5e, plus the Command Undead ability of the Oathbreaker Paladin - ironically, Death clerics have no special modifications to their default Turn Undead ability.</p><p>[sblock]</p><p><u>Oathbreaker Paladin:</u></p><p><strong>Channel Divinity - Control Undead:</strong> Target one visible undead creature with a CR lower than your level within 30 feet; target must successfully pass a Wisdom save or obey all of the paladin's orders for 24 hours or until it uses this ability on another target.</p><p></p><p><u>Conjurer:</u></p><ul> <li data-xf-list-type="ul"><strong>Conjuration Savant:</strong> Halve gold & time to copy Conjuration spells into your spellbook.</li> <li data-xf-list-type="ul"><strong>Minor Conjuration:</strong> Summon assorted small, non-magical items at will.</li> <li data-xf-list-type="ul"><strong>Benign Transportation:</strong> Teleport 30 feet or tele-switch locations with a willing Medium or Small creature within that range. Usable once per long rest, but recharges if you cast a 1st level or higher Conjuration spell.</li> <li data-xf-list-type="ul"><strong>Focused Conjuration:</strong> Conjuration spells you cast with the Concentration trait can no longer be dispelled by inflicting damage on you.</li> <li data-xf-list-type="ul"><strong>Durable Summons:</strong> +30 temp HP on all conjured creatures you summon/create.</li> </ul><p></p><p><u>Enchanter:</u></p><p></p><ul> <li data-xf-list-type="ul"><strong>Enchantment Savant:</strong> Halve gold & time to copy Enchantment spells into your spellbook.</li> <li data-xf-list-type="ul"><strong>Hypnotic Gaze:</strong> Can seize hypnotic control over a creature at will.</li> <li data-xf-list-type="ul"><strong>Instinctive Charm:</strong> Can use a reaction to cause an attacking creature within 30 feet that aims its attack at you to instead target someone else.</li> <li data-xf-list-type="ul"><strong>Split Enchantment:</strong> Can use 1st level or higher single-target Enchantment spells on 2 targets simultaneously.</li> <li data-xf-list-type="ul"><strong>Alter Memories:</strong> Can choose to have Charmed creatures fail to realize they were charmed when the spell ends, and wipe some of their memories from their time whilst charmed.</li> </ul><p></p><p><u>Necromancer:</u></p><p></p><ul> <li data-xf-list-type="ul"><strong>Necromancy Savant:</strong> Halve gold & time to copy Necromancy spells into your spellbook.</li> <li data-xf-list-type="ul"><strong>Grim Harvest:</strong> Once per turn, can gain HP by killing non-undead non-construct creatures with your 1st+ level spells, with more health regained from Necromantic spells.</li> <li data-xf-list-type="ul"><strong>Undead Thralls:</strong> Gain Animate Dead for free, increase amount of undead you can raise per casting by +1, undead you create gain hit point & damage bonuses.</li> <li data-xf-list-type="ul"><strong>Inured to Undeath:</strong> Gain Resistance (Necrotic) and immunity to max HP reduction.</li> <li data-xf-list-type="ul"><strong>Command Undead: </strong>Can attempt to take control over a visible undead creature within 60 feet. Target must successfully pass a Charisma save or else become friendly and obedient to you; if it passes its check, it becomes permanently immune to this ability from you. You can only have one such minion at a time. Undead with Int 8+ have Advantage on their save, undead with Int 12+ can re-take their saving throw at the end of every hour until they succeed.</li> </ul><p>[/sblock]</p><p></p><p>These'll come in handy for inspiration, but I figure the best way to handle the Undead Master - who may need a rename, since their defining trait is being master over the dead, the demonic and the living - is to give it a complete swathe of new traits. Make sense to anybody else?</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 6948213, member: 6855057"] Thank you very much for the kind words of support! Taking your advice, this is what the Undead Master looked like in 2e: [B]Base Class:[/B] Wizard [B]Alignment Requirements:[/B] Must be Neutral or Evil [B]Advantages:[/B] [LIST] [*]Spellcasting enhancements as per a Necromancer [*]Can cast Enchantment school spells (ordinarily forbidden to Necromancers) [*]Can Command Undead as per an Evil Cleric of equivalent level [*]Can use Command feature to control Fiends and Extraplanar Creatures as if they were Undead of equivalent hit dice [/LIST] [B]Disadvantages:[/B] [LIST] [*]Cannot cast spells from the Alteration (Transmutation, in subsequent editions), Divination or Illusion schools [*]Cannot use specialist wizard items (wand of illusion, wand of polymorph, robe of eyes, etc) drawing from those schools [*]Can only have 1 proficiency point in 1 Wizard weapon; all other proficiency points must be spent on non-weapon proficiencies [/LIST] So, what this tells me is that a 5e update needs a Command Undead & Fiends feature, like a cleric, and other features that bolster affinity with Necromancy spells and Enchantment spells. I can't make my mind up if they should get some Conjuration-boosting traits too - what do you think? Or should I post their AD&D fluff writeup, even the whole fluff + crunch writeup, before asking something like this? For a recap, these are the features of the Necromancer, Enchanter and Conjurer wizards in 5e, plus the Command Undead ability of the Oathbreaker Paladin - ironically, Death clerics have no special modifications to their default Turn Undead ability. [sblock] [U]Oathbreaker Paladin:[/U] [B]Channel Divinity - Control Undead:[/B] Target one visible undead creature with a CR lower than your level within 30 feet; target must successfully pass a Wisdom save or obey all of the paladin's orders for 24 hours or until it uses this ability on another target. [U]Conjurer:[/U] [LIST] [*][B]Conjuration Savant:[/B] Halve gold & time to copy Conjuration spells into your spellbook. [*][B]Minor Conjuration:[/B] Summon assorted small, non-magical items at will. [*][B]Benign Transportation:[/B] Teleport 30 feet or tele-switch locations with a willing Medium or Small creature within that range. Usable once per long rest, but recharges if you cast a 1st level or higher Conjuration spell. [*][B]Focused Conjuration:[/B] Conjuration spells you cast with the Concentration trait can no longer be dispelled by inflicting damage on you. [*][B]Durable Summons:[/B] +30 temp HP on all conjured creatures you summon/create. [/LIST] [U]Enchanter:[/U] [LIST] [*][B]Enchantment Savant:[/B] Halve gold & time to copy Enchantment spells into your spellbook. [*][B]Hypnotic Gaze:[/B] Can seize hypnotic control over a creature at will. [*][B]Instinctive Charm:[/B] Can use a reaction to cause an attacking creature within 30 feet that aims its attack at you to instead target someone else. [*][B]Split Enchantment:[/B] Can use 1st level or higher single-target Enchantment spells on 2 targets simultaneously. [*][B]Alter Memories:[/B] Can choose to have Charmed creatures fail to realize they were charmed when the spell ends, and wipe some of their memories from their time whilst charmed. [/LIST] [U]Necromancer:[/U] [LIST] [*][B]Necromancy Savant:[/B] Halve gold & time to copy Necromancy spells into your spellbook. [*][B]Grim Harvest:[/B] Once per turn, can gain HP by killing non-undead non-construct creatures with your 1st+ level spells, with more health regained from Necromantic spells. [*][B]Undead Thralls:[/B] Gain Animate Dead for free, increase amount of undead you can raise per casting by +1, undead you create gain hit point & damage bonuses. [*][B]Inured to Undeath:[/B] Gain Resistance (Necrotic) and immunity to max HP reduction. [*][B]Command Undead: [/B]Can attempt to take control over a visible undead creature within 60 feet. Target must successfully pass a Charisma save or else become friendly and obedient to you; if it passes its check, it becomes permanently immune to this ability from you. You can only have one such minion at a time. Undead with Int 8+ have Advantage on their save, undead with Int 12+ can re-take their saving throw at the end of every hour until they succeed. [/LIST] [/sblock] These'll come in handy for inspiration, but I figure the best way to handle the Undead Master - who may need a rename, since their defining trait is being master over the dead, the demonic and the living - is to give it a complete swathe of new traits. Make sense to anybody else? [/QUOTE]
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