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Undead Master (AD&D) to 5e: Conversion possible?
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<blockquote data-quote="kbrakke" data-source="post: 6948288" data-attributes="member: 6781797"><p>My personal philosophy is to do the minimum possible when converting things to 5e. In this case I think you can get the same feel from an arcane tradition. I would focus the abilities around using spell slots to command undead creatures. Effectively giving them an animate dead like ability that they can constantly use. Something like this, wording aside.</p><p></p><p>Level 2: Necromancy Savant: Same as in the book. </p><p>Notes: Here, if you want you can impose the school restrictions, but my personal opinion is that they are no longer needed to establish flavor. If you think they should still be implmented there should be an additional buff to the wizard. Something like they can prepare an additional necromancy spell for each spell level.</p><p></p><p>Level 2: Command undead (the new one): You can expend a spell slot and choose an undead creature with a CR no greater than the slot level, that you can see within 60ft. It must make a wisdom saving throw against your spell save DC. On a successful save nothing happens and it is immune to this effect for another 24 hours. On a failed save it treats you as its master for 24 hours. You can spend a spell slot of the same level to re-assert this control over that creature for another 24 hours. </p><p></p><p>Notes: This is basically the same as animate dead but with different scaling and a worse slot:minion ratio. It has some synergy with animate dead by allowing you to spend lower level slots to maintain control and free up higher level ones.</p><p></p><p>Level 6: Same as the necromancer one but add the bonuses to your controlled undead. This is pretty much the defining undead commander ability, making your army of skelletons a force to be reckoned with.</p><p></p><p>Level 10: If you like the flavor of the necromancer turning partially undead with the resistances, keep it. Otherwise I would add something about the level 2 charm working on fiends and celestials</p><p></p><p>Level 14: Keep it the same as the necromancer one but add on the ability to target fiends and celestials. I would also up the int requirements for keeping the thrall. int 12 have advantage and int 17 get to do it every hour.</p><p></p><p>That's my quick and dirty take on the Undead Master. Charm undead, use your magical power to keep control of them. Eventually get the ability to do it to demons and angels. Exact values and wording can be altered, but this feels like a commander type.</p></blockquote><p></p>
[QUOTE="kbrakke, post: 6948288, member: 6781797"] My personal philosophy is to do the minimum possible when converting things to 5e. In this case I think you can get the same feel from an arcane tradition. I would focus the abilities around using spell slots to command undead creatures. Effectively giving them an animate dead like ability that they can constantly use. Something like this, wording aside. Level 2: Necromancy Savant: Same as in the book. Notes: Here, if you want you can impose the school restrictions, but my personal opinion is that they are no longer needed to establish flavor. If you think they should still be implmented there should be an additional buff to the wizard. Something like they can prepare an additional necromancy spell for each spell level. Level 2: Command undead (the new one): You can expend a spell slot and choose an undead creature with a CR no greater than the slot level, that you can see within 60ft. It must make a wisdom saving throw against your spell save DC. On a successful save nothing happens and it is immune to this effect for another 24 hours. On a failed save it treats you as its master for 24 hours. You can spend a spell slot of the same level to re-assert this control over that creature for another 24 hours. Notes: This is basically the same as animate dead but with different scaling and a worse slot:minion ratio. It has some synergy with animate dead by allowing you to spend lower level slots to maintain control and free up higher level ones. Level 6: Same as the necromancer one but add the bonuses to your controlled undead. This is pretty much the defining undead commander ability, making your army of skelletons a force to be reckoned with. Level 10: If you like the flavor of the necromancer turning partially undead with the resistances, keep it. Otherwise I would add something about the level 2 charm working on fiends and celestials Level 14: Keep it the same as the necromancer one but add on the ability to target fiends and celestials. I would also up the int requirements for keeping the thrall. int 12 have advantage and int 17 get to do it every hour. That's my quick and dirty take on the Undead Master. Charm undead, use your magical power to keep control of them. Eventually get the ability to do it to demons and angels. Exact values and wording can be altered, but this feels like a commander type. [/QUOTE]
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Undead Master (AD&D) to 5e: Conversion possible?
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