Howdy! So im new to the game but have been playing rpg's all my my life. I wanted to to create a character, i have a good idea on one but could use some help creating one. any advice would be welcomed.
Do you have friends in your group with experience?
I don't recommend playing a spellcasting class right out of the gate unless you have someone that can guide you through all the nuances of 5e. I played AD&D and jumped into 5e from there, and a few years in-between. I found that there was a lot I didn't know about the current approach to D&D.
You may wish to try a simple fighter based character until you have some time behind you.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Do you have friends in your group with experience?
I don't recommend playing a spellcasting class right out of the gate unless you have someone that can guide you through all the nuances of 5e. I played AD&D and jumped into 5e from there, and a few years in-between. I found that there was a lot I didn't know about the current approach to D&D.
You may wish to try a simple fighter based character until you have some time behind you.
I agree, though some classes are easier than others. Bard is good, and going with whispers bard (from the book xanathars guide to everything) or college of lore can give you the necromancy theme (lore gets you magical secrets early).
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Spellcasting isn't so complex that someone with gaming experience - either tabletop gaming or video gaming - can't pick up on it as they go. Besides, any new group needs a caster and somebody's got to be that caster.
Insofar as making a minion-based necromancer? Let's see.
One: minion-based spells have a distinct shelf life. They tend to be very resource intensive, with the classic Animate Dead requiring you to recast it daily if you don't want your undead wandering off getting into mischief. It has a very expensive material component and that constant spell slot tax, and the undead it creates are not very powerful at all. What you'll run into with most Summon-y type spells is that D&D is a game where Action Economy is king. Due to this, minion spells create minions that tend to only be useful in a pretty narrow range of levels, before becoming too weak to be of any use in any decent fight. This is deliberate. Wizards has recently been experimenting with some new summoner-style spells that work around this to an extent, but they're still not official, and even then they only summon a single temporary minion rather than a Necrotic Horde.
Two: to expand, because I'm unsure of your experience level with the game and it's better to overinform than underinform: "Action Economy" is, loosely, the idea that in a D&D 5e combat, the side that can make more actions is the side that tends to win. Because of bonded accuracy, anything in 5e can be worn down with enough attack rolls, which means even the most powerful Big Boss Enemy, or the most powerful PC adventuring band, needs to be careful about getting overrun. Adding a bunch of extra actions to your side with a single spell is extremely powerful in 5e, to the point where many tables ban summoning spells outright. Due to this, the traditional Diablo-esque Necromancer, leading a huge army of deadly undead against his enemies, doesn't exist in 5e save as a DM-run antagonistic force.
The earliest you can get a spell that does what the typical Classic Video Game minionmancer does is at fifth level, with Conjure Animals. Conjure Animals is infamously frustrating for everyone except the player who casts it though, I'd definitely ask your DM how they'd like to handle Conjure Animals before surprising them with it. Elsewise the wizard class gets the similar Conjure Minor Elementals spell at seventh level, and the Bigger Stronger Bro version Conjure Elemental at ninth level. Elemental spells are usually your best bet for creating minions that will have an impact on the battle. Not very necromancer-y, but if your primary concern is getting minions rather than using death magic, these are the ones that will serve you.
If that's not what you're looking for, you may want to expand on what sort of character you're trying to make, and for what kind of game.
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Howdy! So im new to the game but have been playing rpg's all my my life. I wanted to to create a character, i have a good idea on one but could use some help creating one. any advice would be welcomed.
Well, what kind of character do you want? Any characters from fantasy you might want to recreate?
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
You haven’t given us much to go on.
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thinking of a necromancer with minions
Traditional wisdom says Wizard, but honestly I recommend a Hexblade Warlock for a Necromancer. Or any Warlock really.
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I'm gonna leave this here: https://www.flutesloot.com/5e-guide-to-necromancy/
TLDR; Your go to classes(Subclasses) are Wizard (School of Necromancy), Druid (Circle of Spores), Cleric (Death Domain) or Warlock(Eventually)
You could also go for paladin but, similar to warlock, you don't get animate dead until level 9.
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Do you have friends in your group with experience?
I don't recommend playing a spellcasting class right out of the gate unless you have someone that can guide you through all the nuances of 5e. I played AD&D and jumped into 5e from there, and a few years in-between. I found that there was a lot I didn't know about the current approach to D&D.
You may wish to try a simple fighter based character until you have some time behind you.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
I agree, though some classes are easier than others. Bard is good, and going with whispers bard (from the book xanathars guide to everything) or college of lore can give you the necromancy theme (lore gets you magical secrets early).
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Spellcasting isn't so complex that someone with gaming experience - either tabletop gaming or video gaming - can't pick up on it as they go. Besides, any new group needs a caster and somebody's got to be that caster.
Insofar as making a minion-based necromancer? Let's see.
One: minion-based spells have a distinct shelf life. They tend to be very resource intensive, with the classic Animate Dead requiring you to recast it daily if you don't want your undead wandering off getting into mischief. It has a very expensive material component and that constant spell slot tax, and the undead it creates are not very powerful at all. What you'll run into with most Summon-y type spells is that D&D is a game where Action Economy is king. Due to this, minion spells create minions that tend to only be useful in a pretty narrow range of levels, before becoming too weak to be of any use in any decent fight. This is deliberate. Wizards has recently been experimenting with some new summoner-style spells that work around this to an extent, but they're still not official, and even then they only summon a single temporary minion rather than a Necrotic Horde.
Two: to expand, because I'm unsure of your experience level with the game and it's better to overinform than underinform: "Action Economy" is, loosely, the idea that in a D&D 5e combat, the side that can make more actions is the side that tends to win. Because of bonded accuracy, anything in 5e can be worn down with enough attack rolls, which means even the most powerful Big Boss Enemy, or the most powerful PC adventuring band, needs to be careful about getting overrun. Adding a bunch of extra actions to your side with a single spell is extremely powerful in 5e, to the point where many tables ban summoning spells outright. Due to this, the traditional Diablo-esque Necromancer, leading a huge army of deadly undead against his enemies, doesn't exist in 5e save as a DM-run antagonistic force.
The earliest you can get a spell that does what the typical Classic Video Game minionmancer does is at fifth level, with Conjure Animals. Conjure Animals is infamously frustrating for everyone except the player who casts it though, I'd definitely ask your DM how they'd like to handle Conjure Animals before surprising them with it. Elsewise the wizard class gets the similar Conjure Minor Elementals spell at seventh level, and the Bigger Stronger Bro version Conjure Elemental at ninth level. Elemental spells are usually your best bet for creating minions that will have an impact on the battle. Not very necromancer-y, but if your primary concern is getting minions rather than using death magic, these are the ones that will serve you.
If that's not what you're looking for, you may want to expand on what sort of character you're trying to make, and for what kind of game.
Please do not contact or message me.