Currenty I am building a High elf Fighter (BattleMaster) + Wizard (Necromancer): The idea is to build a warrior that can fight on the front line with aid of his reanimated allies to control the battle field. It would focus on Dex, Int and then Cons with enough strength to use Heavy Armor. Equipped with Shield, Rapier, and Longbow. As draft, I am doing Fighter 5 then Wizard 15.
I have the following doubts:
1. Is Fighter (BattleMaster) lvl 5 with extra attack to generate good weapon damage to the enemies after lvl 10? 2. Manage undeads means time. How would you manage each turn during the combat in the way that won´t make other party members to wait to long?
3. Would you recommend less or more of each class to make it more efficient? Reasons? 4. Some must-have spells? 5. How´d you travel with all those deadly undeads?
2.the spell create undead makes a couple of much stronger minions it´s much higher level but its strong and saves you a slog
3.wizard just for create undead for a good build Id say go to 11th level to pick create undead throw then go 7 EK fighter for a fighting style blend and some extra spell slots (and a couple of extra spells but mostly the spell slots)
4.create undead,a necromany damage spell (toll the dead does a solid 1d12 and if you go with ek instead of battlemaster you can weave it into attacks)
5.you travel normally just public transportation
also why you need heavy armor when you got bodyguards and some protective spells
Have you considered making an Oathbreaker Paladin?
Yes. I looked it out. I understand that Oathbreak paladin is not from PHB. My DM likes to play with core rules, and that´s why I am sticking to his rules. Of course, he had told me that I have to bring a really good background story and an excellent character creation in order to break the "rules".
Just to satisfy my curiosity, how´d you build it with Oathbreak paladin? Thanks in advance. :)
It is not apparent to me why you would have any Fighter levels or heavy armor. What do they get you? I follow the dex based Fighter part, but why have to waste at least a 13 strength for your armor?
I can't speak to issues involving the walking dead.
It is not apparent to me why you would have any Fighter levels or heavy armor. What do they get you? I follow the dex based Fighter part, but why have to waste at least a 13 strength for your armor?
I can't speak to issues involving the walking dead.
Sincerely, that´s a good question. I am still working on the idea, that´s why it is so good to read all your points of view.
I thought of strength 13 in order to be able to wear heavy armor and also to have something for str saving throw. For social interactions and to let the character to be able to do more stuffs besides combat. I like to focus on building character with great background and rich resources for each aspect of D&D. That´s my main reason. :)
1. You'll definitely start to taper off with only two attacks on a Fighter. Other classes who max out at two attacks get extra damage at level 11 to balance it out. Most of the time I would suggest swapping to Booming Blade at this point, but it seems from your other answer as though you're limited to Player's Handbook rather than being able to include Tasha's.
2. Keep a scribble pad with HP for each minion, roll all their dice as efficiently as possible, and don't quibble over placement or accounting too much.
3. Fighter gets an additional ASI/feat at level 6. I'd be more tempted to aim for Eldritch Knight 6 / Wizard 14, and have spell slots equivalent to a level 16 Wizard. The other option is to just take two levels of Fighter for Action Surge and then rely on Booming Blade or Green-Flame Blade if you're allowed to use Tasha's: level 6/7 is a long time to wait for Wizard.
4. Vampiric Touch will be useful since you'll be in melee anyway, and goes with the theme. Mirror Image will be important with your low HP total.
5. Buy them all robes and tell people they're your monks who have taken a vow of silence.
6. Definitely don't bother with heavy armor if you're going to be Dex-based. Fighter already gets proficiency in Str saves, and you're already needing Dex, Con, and Int.
Have you looked at dwarven mage? you get armor prof from dwarf, so you can be wearing medium armor and wield a battle axe if needed, but can just go to town magically.
My 2cp worth would be go for Githyanki if you can, like the dwarf suggestion above it'll get you some armour and weapon proficiencies but adds in a some extra spells (Misty Step and Jump both x1/LR + Invisible Mage Hand @ will), switch to short sword instead to rapier and use half plate armour then go single classed Wizard with the Tough feat. At level 20, based on getting average HP per level and Cons 12 you'd have 142hp at level 20, assuming Dex 14 you'd have AC 19 if wearing half plate, although you wouldn't be able to use a shield you's still have access to the Shield spell to boast your AC to 24 when needed. This then means you can gain access to all those lovely high level spell slots and if multi attacks per round is your jam you can alwasy use Haste or Tensers Transformation spells to do that or go a little left field and Polymorph into beasts with several attacks.
I'd also recommend Chill Touch over Toll the Dead, slightly less damage but you get the benefits of stopping the target form regaining HP and if they are undead they get disadvantage on attacks against you until your next turn.
Undead wise, ask your DM if you can use the Summon Undead spell from Tasha's Cauldron of Whatnot, its a lvl 3 spell (the same as animate dead) but gives a coupe of extra options although it does have a different material compoennt to animate dead, its also in this Unearthed Arcana if you haven't got access to Tasha's; https://media.wizards.com/2020/dnd/downloads/UA2020-SpellsTattoos.pdf
Can't fit all that many undead in a Bag Of Holding unless you're talking undead squirrels. Not much of a horde. You can fit a lot more undead in a Portable Hole, but they don't actually say what happens if you merely slash it open. That's up to the DM. You might just lose them all.
Keep in mind this will not come online until level 10/11 which is about when many campaigns are winding down if they get there at all. Depending on when you start you may have many levels of play before you get to this, and your character will develop other defining characteristics along the way. Sometimes these late payoffs end up to be pretty anticlimactic because your character concept drifts from your initial idea as you play it.
Just something to think about. If you went Bladesinger, you would have access to animate dead from level 5. Might be better to play a less idealized version of the build if it means you get to play it over more of the campaign.
I know that you said that your DM is pretty much core rules only, but if you can talk him into at least Tasha's then what about a level 3 Artificer-Armorer so you can wear heavy like you want, and you can produce your own Bag of Holding when you need it, as per the above suggestions. If you do level 5 Artificer-Armorer, you get your 2nd attack as well. The rest would be your Wizard-Necromancer per your concept.
I know it is a long shot, but I did want to throw it out there as a possibility. Artificers and Wizards do pair rather well together.
Thank you guys for all those comments. Now i have more possibilities to make it happen.
I will talk with my DM then find the "limit" of the character creation. Liked to ideas of how to carrying all the zombies, specially reminder to Bag of Holding!!
Have you considered making an Oathbreaker Paladin?
Yes. I looked it out. I understand that Oathbreak paladin is not from PHB. My DM likes to play with core rules, and that´s why I am sticking to his rules. Of course, he had told me that I have to bring a really good background story and an excellent character creation in order to break the "rules".
Just to satisfy my curiosity, how´d you build it with Oathbreak paladin? Thanks in advance. :)
Ah didn't catch the part about core rules only. That's kinda a bummer.
Oathbreakers play like pretty much all paladins except this one gives you some necromancy to play with. Just put points in Charisma and Strength, with con being secondary and you'll be very effective.
If you really like the idea of the fighter/necromancer, consider taking 5 levels in Eldritch Knight instead of Battle Master. That'll help out with spell slots a little. You still won't get access to raise dead type spells until like level 10 (which is one level slower than the oathbreaker).
Another option that is kinda interesting is just go straight Wizard Necromancer and be a Mountain Dwarf. You'll get Medium Armor and a few martial weapons in the Battleaxe and Warhammer. +2 con will come in super handy since you're going with a front line wizard. You'll want to take a lot of super defensive spells in addition to your raise undead type spells. False life and shield can be good. You don't get second attack but you are a 100% wizard and are a somewhat capable in melee. This is much better if you can use stuff like booming blade or green flame blade. You'll get undead spells at level 5 which is way faster than other routes.
Cleric could also fulfill this fantasy. War priest could work. Heavy armor with martial weapons and undead. A+
A also really like the death knight style character. These are probably the best ways to achieve it.
Note: You cannot cast a spell with material/somatic components as a wizard if you have a rapier in one hand and a shield in another--unless you take the War Caster feat. Otherwise you'll need to put the rapier or shield away anytime you want to cast an S/M spell. Clerics and Paladins don't have this restriction (the Holy Symbol divine focus lets them cast hands-free).
Also, keep in mind that ranged attack spells (e.g. Chill Touch) roll at disadvantage while you're in melee range of anything hostile. Spells like Far Step or Misty Step are good if you need to get away from combat to cast something.
Also, is there a specific 8th level spell you're looking at? If not, you might consider taking one more level in Fighter (Figher 6) and stopping Wizard at 14 instead. This would give you access to one more ASI/feat level if you really need it. (Although, as others have said, the chance of any campaign getting to level 20 is very low).
After long time reading again and again, considering all your feedbacks, this is the prototype I come with:
Idea: Balanced warrior who can fight and command an army of undeads. It seeks for numbers to overcome the enemies while he(she) is capable of defending and attack with efficiency while commanding an army of undeads. It´s not about to be one man army, but a man with an army!
Role: Attack, Control and Support. Don´t tank, since you CANNOT die or there will be a zombie apocalypse! Race: Human (For stats) Stats focus: Dex, Int, Con Background: Any that can provide proficiency on stealth. Just make sure the alignment is neutral with your background. Be creative. Weapon: Rapier + Dagger + Shield + Crossbow hand Feat: War Caster + Defensive Duelist, Alert, etc... Armor: Medium (To avoid having disadvantage with stealth). Maneuvers: Maneuvering Attack, Distracting Attack, and Trip Attack, etc
Fighter to begin with better hit points. It can use ranged, also melee weapon (Finesse) to use Defensive Dualist feat later. War Caster for obvious reasons. By level 6, it can already keep 8 undeads under control. From this point, all bonus actions will be used to command the undeads. Return to battle master to take maneuvers and extra attack. Tactically use undeads to aid allies and tank.By level 11 take Wizard level, thanks to Undead Thralls, the undeads will be stronger. Level 12 and level 13 will be figther, in order to gain more superior maneuver moves and additioanl superior dice. Then take 4 wizard levels to gain more spell slots. Finally 3 fighters to have additional maneuvers and superior dice.
Combat: - Action: Ranged weapon / Finesse weapon as melee if needed. Or spell casting while holding shield. - Bonus Action: Command your army. - Reaction: Defensive moves, like the spell Shield.
I simulated it with Human + Defense fighting style (Shield equipped) + Medium armor (Breastplate), we can have AC of 19 at level 1. I believe that it is more than enough to begin with!
Why 10 levels of Fighter? R/ Level 10 of Fighter provide better Superior dice and more maneuvers
Why 10 levels of Wizard? R/ The spells are mostly used to keep control over the army of undeads and survive attacks from enemies during combats. With level 10 of Wizard we can have 2 of 5th level slots. With both you can have in total 16 skeletons or zombies. Create Undead is level 6 spell, but you cannot control undead and ghouls at the same time. Try shooting 16 arrows to one only enemy.
Why undead? R/ They are immune to poison. With wise strategic, you can control the battlefield. They can do the following: Help, Grapple, Tank, Scout, etc... You just say it! But the reason is because I read a manga called "Solo Leveling" and loved the idea.
Focus? R/ I believe in making a good character with goals and flaws, but also efficient in combat. It has to possess some degree of weakness, never to be weak or overpowered.
What do you think about it?
PS. I am sticking to PHB since my DM prefer core contents.
As a DM, I would hate it. Too many critters on the field, too many things getting ordered around. Each dead thing getting orders of it's own will take more time than I'd want to spend, and the other players have to wait while you decide what they all are doing.
I imagine that having them all Grapple would be awesome for holding enemies still, but then what? Area of Effect spells hurts your dead stuff too. Melee is limited to fairly few attacks. Ten levels of Fighter buys you two attacks, and your Bonus action is ordering around the dead stuff. Two shots and you are done, your enemy can't even run away to let you get in a swing with a Reaction. Burn your Action surge for two more. At 20th level that's not terribly impressive.
I guess they can Help. They can tank, but I don't know how long, they ought to be beefy enough to take hits. Scouting might work, but how do they report back? Do you get a telepathic link? Most dead things aren't all that chatty.
At level 20 you are throwing around 5th level spells and your enemy will be tossing around 9th. Meteor Swarm is going to clear out the field pretty well. I'm sure you will remain standing, but the dead things? 40d6 averages about 140 hit points. Your character might be fun to play. I wish you luck.
Your DM is going to hate you. We had a powergamer in our group, who was a High Elf Necromancer. As a DM, I hated the idea, but had the pleasure to sit back, keep my mouth shut, and watch the other players come down hard on this char, detailing all the things that char could not do with their army of the undead. The other characters created in-game house rules that severely curtailed what that Necromancer could do. And yes, this player left our group, and I did not have to say a word about it.
Do yourself a favour, and don't play that subclass. Many NPC's, and PC's, will automatically deem you evil, which can and will lead to in-game conflict. And lastly, when I see these threads about all these chars built out to level 20, I just roll my eyes. Unless your group is starting at level 8 or 9, the chances of your char reaching level 20 are vanishingly small. Choose a char class path that is fun to play NOW, and one that will be fun to play at every level.
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Hello,
Currenty I am building a High elf Fighter (BattleMaster) + Wizard (Necromancer): The idea is to build a warrior that can fight on the front line with aid of his reanimated allies to control the battle field. It would focus on Dex, Int and then Cons with enough strength to use Heavy Armor. Equipped with Shield, Rapier, and Longbow. As draft, I am doing Fighter 5 then Wizard 15.
I have the following doubts:
1. Is Fighter (BattleMaster) lvl 5 with extra attack to generate good weapon damage to the enemies after lvl 10?
2. Manage undeads means time. How would you manage each turn during the combat in the way that won´t make other party members to wait to long?
3. Would you recommend less or more of each class to make it more efficient? Reasons?
4. Some must-have spells?
5. How´d you travel with all those deadly undeads?
6. Any other advice are welcome too!
Thank you in advance. :)
1.yes
2.the spell create undead makes a couple of much stronger minions it´s much higher level but its strong and saves you a slog
3.wizard just for create undead for a good build Id say go to 11th level to pick create undead throw then go 7 EK fighter for a fighting style blend and some extra spell slots (and a couple of extra spells but mostly the spell slots)
4.create undead,a necromany damage spell (toll the dead does a solid 1d12 and if you go with ek instead of battlemaster you can weave it into attacks)
5.you travel normally just public transportation
also why you need heavy armor when you got bodyguards and some protective spells
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
I was thinking on having them killing themselves. Then collect necessary ingredient for next animated dead for example.
Have you considered making an Oathbreaker Paladin?
Yes. I looked it out. I understand that Oathbreak paladin is not from PHB. My DM likes to play with core rules, and that´s why I am sticking to his rules. Of course, he had told me that I have to bring a really good background story and an excellent character creation in order to break the "rules".
Just to satisfy my curiosity, how´d you build it with Oathbreak paladin? Thanks in advance. :)
It is not apparent to me why you would have any Fighter levels or heavy armor. What do they get you? I follow the dex based Fighter part, but why have to waste at least a 13 strength for your armor?
I can't speak to issues involving the walking dead.
<Insert clever signature here>
Sincerely, that´s a good question. I am still working on the idea, that´s why it is so good to read all your points of view.
I thought of strength 13 in order to be able to wear heavy armor and also to have something for str saving throw. For social interactions and to let the character to be able to do more stuffs besides combat. I like to focus on building character with great background and rich resources for each aspect of D&D. That´s my main reason. :)
1. You'll definitely start to taper off with only two attacks on a Fighter. Other classes who max out at two attacks get extra damage at level 11 to balance it out. Most of the time I would suggest swapping to Booming Blade at this point, but it seems from your other answer as though you're limited to Player's Handbook rather than being able to include Tasha's.
2. Keep a scribble pad with HP for each minion, roll all their dice as efficiently as possible, and don't quibble over placement or accounting too much.
3. Fighter gets an additional ASI/feat at level 6. I'd be more tempted to aim for Eldritch Knight 6 / Wizard 14, and have spell slots equivalent to a level 16 Wizard. The other option is to just take two levels of Fighter for Action Surge and then rely on Booming Blade or Green-Flame Blade if you're allowed to use Tasha's: level 6/7 is a long time to wait for Wizard.
4. Vampiric Touch will be useful since you'll be in melee anyway, and goes with the theme. Mirror Image will be important with your low HP total.
5. Buy them all robes and tell people they're your monks who have taken a vow of silence.
6. Definitely don't bother with heavy armor if you're going to be Dex-based. Fighter already gets proficiency in Str saves, and you're already needing Dex, Con, and Int.
Even a blind squirrel finds a nut once in awhile.
Have you looked at dwarven mage? you get armor prof from dwarf, so you can be wearing medium armor and wield a battle axe if needed, but can just go to town magically.
Or put them all in heavy armor and say they are an order of knights who have done the same ;) when you get a lot of money
My 2cp worth would be go for Githyanki if you can, like the dwarf suggestion above it'll get you some armour and weapon proficiencies but adds in a some extra spells (Misty Step and Jump both x1/LR + Invisible Mage Hand @ will), switch to short sword instead to rapier and use half plate armour then go single classed Wizard with the Tough feat. At level 20, based on getting average HP per level and Cons 12 you'd have 142hp at level 20, assuming Dex 14 you'd have AC 19 if wearing half plate, although you wouldn't be able to use a shield you's still have access to the Shield spell to boast your AC to 24 when needed. This then means you can gain access to all those lovely high level spell slots and if multi attacks per round is your jam you can alwasy use Haste or Tensers Transformation spells to do that or go a little left field and Polymorph into beasts with several attacks.
I'd also recommend Chill Touch over Toll the Dead, slightly less damage but you get the benefits of stopping the target form regaining HP and if they are undead they get disadvantage on attacks against you until your next turn.
Undead wise, ask your DM if you can use the Summon Undead spell from Tasha's Cauldron of Whatnot, its a lvl 3 spell (the same as animate dead) but gives a coupe of extra options although it does have a different material compoennt to animate dead, its also in this Unearthed Arcana if you haven't got access to Tasha's; https://media.wizards.com/2020/dnd/downloads/UA2020-SpellsTattoos.pdf
Can't fit all that many undead in a Bag Of Holding unless you're talking undead squirrels. Not much of a horde. You can fit a lot more undead in a Portable Hole, but they don't actually say what happens if you merely slash it open. That's up to the DM. You might just lose them all.
<Insert clever signature here>
Keep in mind this will not come online until level 10/11 which is about when many campaigns are winding down if they get there at all. Depending on when you start you may have many levels of play before you get to this, and your character will develop other defining characteristics along the way. Sometimes these late payoffs end up to be pretty anticlimactic because your character concept drifts from your initial idea as you play it.
Just something to think about. If you went Bladesinger, you would have access to animate dead from level 5. Might be better to play a less idealized version of the build if it means you get to play it over more of the campaign.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I know that you said that your DM is pretty much core rules only, but if you can talk him into at least Tasha's then what about a level 3 Artificer-Armorer so you can wear heavy like you want, and you can produce your own Bag of Holding when you need it, as per the above suggestions. If you do level 5 Artificer-Armorer, you get your 2nd attack as well. The rest would be your Wizard-Necromancer per your concept.
I know it is a long shot, but I did want to throw it out there as a possibility. Artificers and Wizards do pair rather well together.
Thank you guys for all those comments. Now i have more possibilities to make it happen.
I will talk with my DM then find the "limit" of the character creation. Liked to ideas of how to carrying all the zombies, specially reminder to Bag of Holding!!
Ah didn't catch the part about core rules only. That's kinda a bummer.
Oathbreakers play like pretty much all paladins except this one gives you some necromancy to play with. Just put points in Charisma and Strength, with con being secondary and you'll be very effective.
If you really like the idea of the fighter/necromancer, consider taking 5 levels in Eldritch Knight instead of Battle Master. That'll help out with spell slots a little. You still won't get access to raise dead type spells until like level 10 (which is one level slower than the oathbreaker).
Another option that is kinda interesting is just go straight Wizard Necromancer and be a Mountain Dwarf. You'll get Medium Armor and a few martial weapons in the Battleaxe and Warhammer. +2 con will come in super handy since you're going with a front line wizard. You'll want to take a lot of super defensive spells in addition to your raise undead type spells. False life and shield can be good. You don't get second attack but you are a 100% wizard and are a somewhat capable in melee. This is much better if you can use stuff like booming blade or green flame blade. You'll get undead spells at level 5 which is way faster than other routes.
Cleric could also fulfill this fantasy. War priest could work. Heavy armor with martial weapons and undead. A+
A also really like the death knight style character. These are probably the best ways to achieve it.
Note: You cannot cast a spell with material/somatic components as a wizard if you have a rapier in one hand and a shield in another--unless you take the War Caster feat. Otherwise you'll need to put the rapier or shield away anytime you want to cast an S/M spell. Clerics and Paladins don't have this restriction (the Holy Symbol divine focus lets them cast hands-free).
Also, keep in mind that ranged attack spells (e.g. Chill Touch) roll at disadvantage while you're in melee range of anything hostile. Spells like Far Step or Misty Step are good if you need to get away from combat to cast something.
Also, is there a specific 8th level spell you're looking at? If not, you might consider taking one more level in Fighter (Figher 6) and stopping Wizard at 14 instead. This would give you access to one more ASI/feat level if you really need it. (Although, as others have said, the chance of any campaign getting to level 20 is very low).
After long time reading again and again, considering all your feedbacks, this is the prototype I come with:
Idea: Balanced warrior who can fight and command an army of undeads. It seeks for numbers to overcome the enemies while he(she) is capable of defending and attack with efficiency while commanding an army of undeads. It´s not about to be one man army, but a man with an army!
Role: Attack, Control and Support. Don´t tank, since you CANNOT die or there will be a zombie apocalypse!
Race: Human (For stats)
Stats focus: Dex, Int, Con
Background: Any that can provide proficiency on stealth. Just make sure the alignment is neutral with your background. Be creative.
Weapon: Rapier + Dagger + Shield + Crossbow hand
Feat: War Caster + Defensive Duelist, Alert, etc...
Armor: Medium (To avoid having disadvantage with stealth).
Maneuvers: Maneuvering Attack, Distracting Attack, and Trip Attack, etc
Fighter 1 (Defense Style) -> Wizard (Necromancer) 5 -> Fighter 4 (Battle Master) -> Wizard 1 -> Fighter 2 -> Wizard 4 -> Fighter 3.
Fighter to begin with better hit points. It can use ranged, also melee weapon (Finesse) to use Defensive Dualist feat later. War Caster for obvious reasons. By level 6, it can already keep 8 undeads under control. From this point, all bonus actions will be used to command the undeads. Return to battle master to take maneuvers and extra attack. Tactically use undeads to aid allies and tank.By level 11 take Wizard level, thanks to Undead Thralls, the undeads will be stronger. Level 12 and level 13 will be figther, in order to gain more superior maneuver moves and additioanl superior dice. Then take 4 wizard levels to gain more spell slots. Finally 3 fighters to have additional maneuvers and superior dice.
Combat:
- Action: Ranged weapon / Finesse weapon as melee if needed. Or spell casting while holding shield.
- Bonus Action: Command your army.
- Reaction: Defensive moves, like the spell Shield.
I simulated it with Human + Defense fighting style (Shield equipped) + Medium armor (Breastplate), we can have AC of 19 at level 1. I believe that it is more than enough to begin with!
Why 10 levels of Fighter?
R/ Level 10 of Fighter provide better Superior dice and more maneuvers
Why 10 levels of Wizard?
R/ The spells are mostly used to keep control over the army of undeads and survive attacks from enemies during combats. With level 10 of Wizard we can have 2 of 5th level slots. With both you can have in total 16 skeletons or zombies. Create Undead is level 6 spell, but you cannot control undead and ghouls at the same time. Try shooting 16 arrows to one only enemy.
Why undead?
R/ They are immune to poison. With wise strategic, you can control the battlefield. They can do the following: Help, Grapple, Tank, Scout, etc... You just say it! But the reason is because I read a manga called "Solo Leveling" and loved the idea.
Focus?
R/ I believe in making a good character with goals and flaws, but also efficient in combat. It has to possess some degree of weakness, never to be weak or overpowered.
What do you think about it?
PS. I am sticking to PHB since my DM prefer core contents.
As a DM, I would hate it. Too many critters on the field, too many things getting ordered around. Each dead thing getting orders of it's own will take more time than I'd want to spend, and the other players have to wait while you decide what they all are doing.
I imagine that having them all Grapple would be awesome for holding enemies still, but then what? Area of Effect spells hurts your dead stuff too. Melee is limited to fairly few attacks. Ten levels of Fighter buys you two attacks, and your Bonus action is ordering around the dead stuff. Two shots and you are done, your enemy can't even run away to let you get in a swing with a Reaction. Burn your Action surge for two more. At 20th level that's not terribly impressive.
I guess they can Help. They can tank, but I don't know how long, they ought to be beefy enough to take hits. Scouting might work, but how do they report back? Do you get a telepathic link? Most dead things aren't all that chatty.
At level 20 you are throwing around 5th level spells and your enemy will be tossing around 9th. Meteor Swarm is going to clear out the field pretty well. I'm sure you will remain standing, but the dead things? 40d6 averages about 140 hit points. Your character might be fun to play. I wish you luck.
<Insert clever signature here>
Your DM is going to hate you. We had a powergamer in our group, who was a High Elf Necromancer. As a DM, I hated the idea, but had the pleasure to sit back, keep my mouth shut, and watch the other players come down hard on this char, detailing all the things that char could not do with their army of the undead. The other characters created in-game house rules that severely curtailed what that Necromancer could do. And yes, this player left our group, and I did not have to say a word about it.
Do yourself a favour, and don't play that subclass. Many NPC's, and PC's, will automatically deem you evil, which can and will lead to in-game conflict. And lastly, when I see these threads about all these chars built out to level 20, I just roll my eyes. Unless your group is starting at level 8 or 9, the chances of your char reaching level 20 are vanishingly small. Choose a char class path that is fun to play NOW, and one that will be fun to play at every level.