So I've had an inkling to want to play a combat necromancer. I'm imagining Talion at the end of Shadow of War, able to do melee combat and raise undead and have abilities like that. Does anyone have a build suggestion that mixes raising dead with combat?
I pulled this from a forum quite some time ago, thus I take no credit on its information (I don't even remember where I pulled it from, I copied it into a word document at the time) and can only say that I have played it and it works quite well. I did not dabble in the whole "Raising dead" part, but one could reasonably assume you could find a way to do that. If someone would like to proof this and adjust any mistakes to help optimize it, that is always valuable information.
Hexblade's Curse amplifies damage dealt based on proficiency, which would count as necrotic damage, while Reaper gives you the ability to pseudo-twin your Toll the Dead cantrip.
Hex adds 1d6 Necrotic Damage per hit, and the DC's CD ability adds 5xCleric Level as damage on a melee attack. You'll also have Inflict Wounds to use while you're in melee range
By Warlock level 2 you can also have Arms of Hadar for AoE Necrotic Damage.
Lifedrinker invocation (warlock level 12) gives flat Necrotic damage per hit based on Charisma modifier, and two attacks a turn with Thirsting blade (at warlock level 5) the first hit also deals an extra 1d8 necrotic damage to the target with your divine strike.
You'll have a variant of the Darkness/Devil's Sight combo with Shadows of Moil, which also deals necrotic damage to anyone who hits you, starting at Warlock level 7.
Starting at Cleric Level 5 (or warlock level 5, with Sign of Ill Omen invocation), you can swap Hex for Bestow Curse, increasing the damage to 1d8, and gives the target disadvantage on a choice of Saving throws - if you choose Wisdom, it allows Toll The Dead to hit more consistently.
Using various curses as part of the rotation gives you Relentless Hex, Maddening Hex, giving you bonus action AoE or Dimension door.
Inescapable Destruction will make all cleric Necrotic damage, from Toll the Dead, Inflict Wounds, and Bestow Curse blow through resistance.
You'll have access to Enervation starting at warlock Level 9
At Warlock level 11, you can choose Circle of Death from the Mystic Arcanum list.
If you don't mind a little homebrew, I posted my warlock pact of the Necromancer that is a variation on the Undying. It takes a bit of that, adds some School of Necromancy wizard, and a little bit of Death Domain cleric along with some original stuff as well. This class isn't designed around melee combat, but it is not incompatible with it. It is, however, designed around raising and controlling a reasonable pack of disposable undead minions. The funny thing is I just posted it earlier today after a discussion that there wasn't really a satisfying video game-style Necromancer class in D&D.
You could just take 2 levels fighter before going Wizard the rest of the way.
If you are ok with UA, the artificer gets armor and weapon proficiencies. If you go 3 levels into a subclass (probably alchemist or battle Smith), your pet can be stitched corpses.
So I've had an inkling to want to play a combat necromancer. I'm imagining Talion at the end of Shadow of War, able to do melee combat and raise undead and have abilities like that. Does anyone have a build suggestion that mixes raising dead with combat?
Hexblade Bladelock to start (eventually 12 levels) and Death Cleric for 8 levels.
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Chief Innovationist, Acquisitions Inc. The Series 2
Successfully completed the Tomb of Horrors module (as part of playing Tomb of Annihilation) with no party deaths!
I pulled this from a forum quite some time ago, thus I take no credit on its information (I don't even remember where I pulled it from, I copied it into a word document at the time) and can only say that I have played it and it works quite well. I did not dabble in the whole "Raising dead" part, but one could reasonably assume you could find a way to do that. If someone would like to proof this and adjust any mistakes to help optimize it, that is always valuable information.
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Watch DnD Shorts on youtube.
Chief Innovationist, Acquisitions Inc. The Series 2
Successfully completed the Tomb of Horrors module (as part of playing Tomb of Annihilation) with no party deaths!
If you don't mind a little homebrew, I posted my warlock pact of the Necromancer that is a variation on the Undying. It takes a bit of that, adds some School of Necromancy wizard, and a little bit of Death Domain cleric along with some original stuff as well. This class isn't designed around melee combat, but it is not incompatible with it. It is, however, designed around raising and controlling a reasonable pack of disposable undead minions. The funny thing is I just posted it earlier today after a discussion that there wasn't really a satisfying video game-style Necromancer class in D&D.
Take a look and see what you think.
"Not all those who wander are lost"
You could just take 2 levels fighter before going Wizard the rest of the way.
If you are ok with UA, the artificer gets armor and weapon proficiencies. If you go 3 levels into a subclass (probably alchemist or battle Smith), your pet can be stitched corpses.
I don't have the level of understanding about artificers that I do with other classes, but I think you're onto something a-la Frankenstein's monster.
"Not all those who wander are lost"