Wizard spells gained at level-up are far more significant that Cleric daily choices.
Still of little significance. You choose a damage spell a control, and a utility spell when you get a new level of spell slots. You then get to choose two more spells of any variety when you next level up. Also, if you really want a spell, you might be able to find a magic library or something and purchase the spell scroll for it.
Wizard spells gained at level-up are far more significant that Cleric daily choices.
Still of little significance. You choose a damage spell a control, and a utility spell when you get a new level of spell slots. You then get to choose two more spells of any variety when you next level up. Also, if you really want a spell, you might be able to find a magic library or something and purchase the spell scroll for it.
four spells of each spell level throughout the character's class levels. Just four. That's very significant. Especially when you consider 1 is probably defensive, 1 offensive, 1 utility, and 1 is free. Where do rituals fit in? That one offensive, is it area of effect? Is it charm/enchantment, energy-based, or illusion (types of spells which there are known resistances or immunities to?) Is it save or die? These are all significant decisions for the wizard's precious few highest level spells.
Wizard spells gained at level-up are far more significant that Cleric daily choices.
Still of little significance. You choose a damage spell a control, and a utility spell when you get a new level of spell slots. You then get to choose two more spells of any variety when you next level up. Also, if you really want a spell, you might be able to find a magic library or something and purchase the spell scroll for it.
four spells of each spell level throughout the character's class levels. Just four. That's very significant. Especially when you consider 1 is probably defensive, 1 offensive, 1 utility, and 1 is free. Where do rituals fit in? That one offensive, is it area of effect? Is it charm/enchantment, energy-based, or illusion (types of spells which there are known resistances or immunities to?) Is it save or die? These are all significant decisions for the wizard's precious few highest level spells.
5 spells (1 from subclass). Also, you do not need a defensive spell for every spell level. (nor does one exist, I believe) Rituals would obviously be part of your one or two utility per level.
Wizard spells gained at level-up are far more significant that Cleric daily choices.
Still of little significance. You choose a damage spell a control, and a utility spell when you get a new level of spell slots. You then get to choose two more spells of any variety when you next level up. Also, if you really want a spell, you might be able to find a magic library or something and purchase the spell scroll for it.
four spells of each spell level throughout the character's class levels. Just four. That's very significant. Especially when you consider 1 is probably defensive, 1 offensive, 1 utility, and 1 is free. Where do rituals fit in? That one offensive, is it area of effect? Is it charm/enchantment, energy-based, or illusion (types of spells which there are known resistances or immunities to?) Is it save or die? These are all significant decisions for the wizard's precious few highest level spells.
5 spells (1 from subclass). Also, you do not need a defensive spell for every spell level. (nor does one exist, I believe) Rituals would obviously be part of your one or two utility per level.
That's still not a lot. It is highly limiting as it should be. I can confidently say that in all the years I've played the game and the hundreds of wizards I've played over that time, I've never had two wizards with the same spell book.
Charm Person targets only humanoids while Suggestion affects many more targets.
Charm Person lasts an hour, Suggestion lasts eight.
Charm Person can't be used in combat easily. Suggestion can make you drop your weapon.
Charm Person is obvious
Charm Person just makes people like you. Suggestion is mind control.
Charm Person requires concentration
The only significant thing here is charm person only works for humanoids, but most enemies that can understand you will be humanoids anyways. Sure, suggestion lasts longer. That rarely comes into play due to the long durations both spells have. Charm person can be used in combat - it gives the incredible charmed condition. Suggestion is a little more powerful, but both fulfill similar use cases. Also, you have it backwards - charm person doesn't require concentration while suggestion does.
And greatly improved on most levels. but they gutted the Undead thralls feature. I understand designing the subclass ina way to not push players to mass summoning but the new feature is broken and not in a good way, As long as your using Summon Undead you cant do anything a Wizard would do, NO Slow, No Hypnotic Pattern, No Concentrations spells... im not summoning one undead at THAT cost
Honestly, I love the new necromancer. I don't like the whole command undead aspect; I do however like the life-magic type thing. So, buffing my allies with temp hitpoints and such is right up my alley in how I'd want to play a "white necromancer" anyways.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
i agree 100% most of the changes are excellent, but the bread and butte of the Necromancer is the Undead thralls feature and it ONE minion is not worth my Concentration when i could be casting Slow, Web, hypnotic Pattern, Black Tentacles etc... if the feature allows Summon Undead to be cast with no Concentration, then its a solid feature, but i still prefer the 2014 Undead Thralls feature. But again, li,ke you said, the res of the changes ARE SOLID UPGRADES.
That’s the problem is they are shipping it as “Necromancer”. If they had just called it death wizard, decay wizard, or something along those lines it would sell the fantasy more
A necromancer is a wizard who specializes in necromantic magic. Just because your vision is that of some undead hordemaster, does not mean that your vision is the only correct vision.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
That is the most common version, more importantly the version they previously attempted to deliver, so it’s what most past and future players would expect. Also it’s not just hordes missing from this subclass. You don’t control undead better with this version. Even if it’s just one. There is nothing that makes your undead better until 14th level.
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Still of little significance. You choose a damage spell a control, and a utility spell when you get a new level of spell slots. You then get to choose two more spells of any variety when you next level up. Also, if you really want a spell, you might be able to find a magic library or something and purchase the spell scroll for it.
four spells of each spell level throughout the character's class levels. Just four. That's very significant. Especially when you consider 1 is probably defensive, 1 offensive, 1 utility, and 1 is free. Where do rituals fit in? That one offensive, is it area of effect? Is it charm/enchantment, energy-based, or illusion (types of spells which there are known resistances or immunities to?) Is it save or die? These are all significant decisions for the wizard's precious few highest level spells.
5 spells (1 from subclass). Also, you do not need a defensive spell for every spell level. (nor does one exist, I believe) Rituals would obviously be part of your one or two utility per level.
That's still not a lot. It is highly limiting as it should be. I can confidently say that in all the years I've played the game and the hundreds of wizards I've played over that time, I've never had two wizards with the same spell book.
Sure, but half of those spells are doing pretty much the same thing. eg: charm person and suggestion, or fireball and lightning bolt.
ROFLMAO
Charm Person targets only humanoids while Suggestion affects many more targets.
Charm Person lasts an hour, Suggestion lasts eight.
Charm Person can't be used in combat easily. Suggestion can make you drop your weapon.
Charm Person is obvious
Charm Person just makes people like you. Suggestion is mind control.
Charm Person requires concentration
The only significant thing here is charm person only works for humanoids, but most enemies that can understand you will be humanoids anyways. Sure, suggestion lasts longer. That rarely comes into play due to the long durations both spells have. Charm person can be used in combat - it gives the incredible charmed condition. Suggestion is a little more powerful, but both fulfill similar use cases. Also, you have it backwards - charm person doesn't require concentration while suggestion does.
Necromancer is listed in the new UA Playtest. :)
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
And greatly improved on most levels. but they gutted the Undead thralls feature. I understand designing the subclass ina way to not push players to mass summoning but the new feature is broken and not in a good way, As long as your using Summon Undead you cant do anything a Wizard would do, NO Slow, No Hypnotic Pattern, No Concentrations spells... im not summoning one undead at THAT cost
Honestly, I love the new necromancer. I don't like the whole command undead aspect; I do however like the life-magic type thing. So, buffing my allies with temp hitpoints and such is right up my alley in how I'd want to play a "white necromancer" anyways.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
i agree 100% most of the changes are excellent, but the bread and butte of the Necromancer is the Undead thralls feature and it ONE minion is not worth my Concentration when i could be casting Slow, Web, hypnotic Pattern, Black Tentacles etc... if the feature allows Summon Undead to be cast with no Concentration, then its a solid feature, but i still prefer the 2014 Undead Thralls feature. But again, li,ke you said, the res of the changes ARE SOLID UPGRADES.
That’s the problem is they are shipping it as “Necromancer”. If they had just called it death wizard, decay wizard, or something along those lines it would sell the fantasy more
A necromancer is a wizard who specializes in necromantic magic. Just because your vision is that of some undead hordemaster, does not mean that your vision is the only correct vision.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
That is the most common version, more importantly the version they previously attempted to deliver, so it’s what most past and future players would expect. Also it’s not just hordes missing from this subclass. You don’t control undead better with this version. Even if it’s just one. There is nothing that makes your undead better until 14th level.