Tuesday, September 8, 2026

How Hybrid Can You Get in Bloodborne?

 Scaling in FromSoft games is always kind of a weird thing. While you might see Elden Ring's Meteorite Staff, which cannot be upgraded but starts off with S-rank Intelligence scaling, you'd assume that the staff would only get better the higher-level you got. And yet, the general wisdom is that it doesn't actually scale all that well (perhaps it's because the base Sorcery Scaling doesn't go up?)

Bloodborne's gearing and stats are simpler than most other Soulsborne games, and I think the broad intent of the game is that you pick between Strength, Skill, Bloodtinge, or Arcane and mainly level that one up (the latter two being a little trickier given that you need either special weapons or gems that you can't get until a good chunk through the game).

However, while putting Arcane gems in your weapons will remove their physical damage entirely, and thus make any Strength or Skill scaling do nothing, I've been playing around a little with my current character:

Using an Uncanny Burial Blade, and now with the Blade of Mercy as his secondary weapon, each comes with a little bonus arcane damage. Unlike a weapon swapped to Arcane thanks to a gem, though, this will combine with the normal physical damage it usually deals. The weapons have a bit of arcane scaling, and this actually means that you benefit from both stats.

That said, the arcane damage is very minor. That said, though, I've invested so little in Arcane that I don't know what the full potential for its damage is.

Generally, I've leveled up primarily Skill and a bit of Strength. This works ok for the Burial Blade, which gets ok scaling in Skill and middling scaling in Strength. The Blade of Mercy gets zero scaling in Strength, though, and S-tier scaling in Skill. It's a lighter weapon and strikes faster and for less stamina, though, so its actual damage number looks smaller, but I suspect that it's actually the harder-hitting weapon between the two (I still used the Blood Rock out of the Nightmare of Mensis on the Burial Blade because that weapon was the whole reason I made this character). (My original Skill-based character focused on the Burial Blade as her main weapon. Man, did I struggle through most of the game with the freaking Threaded Cane?)

At 50 Skill, I've started to hit the real diminishing returns on investing more points into Skill. My initial plan was to put more into Strength, but now I'm thinking I might put more into Arcane. Maybe this will account for just a tiny buff, but with the Burial Blade up at +10 and the Blade of Mercy at +9, the scaling is actually hitting a point where I'm seeing the damage numbers go up with another point of Arcane.

I really like Arcane conceptually in Bloodborne, but it's very reliant on getting good Blood Gems, and the guaranteed drops take a long time to show up (with the best really not coming until like, the Fishing Hamlet near the end of the DLC). I could farm Chalice Dungeons, but I... don't want to do that.

Indeed, both Arcane in Bloodborne and Advance in Lies of P are these playstyles that I really love on a conceptual level, but the games don't really do much with them. In Lies of P, there are at least two weapons (or blades, sepcifically) of each elemental damage type, but it's really just those six weapons you'll be using. (Though I think at least in Lies of P, you can also spec into... what is it, Motivity and Technique and benefit from the physical scaling as well. Hm, is it too early to revisit that game? I only played it last year. Surely I'll be diving into Control Resonant like crazy once it comes out, and I asusme that will be my obsession for the next several months.)

As much as I adore Bloodborne, it's really interesting to think what it might have been with a longer development cycle and the benefit of the next ten years of gameplay innovations. Like, what if Byrgenwerth had been a full area of the game rather than just a single building (I know that the Lecture Hall was originally meant to be part of it, which makes a ton of sense). And what if we'd gotten a more diverse roster of weapon options and even gameplay options. While the various Hunter Tools can function kinda like spells, it's not really a viable character concept like it is in Dark Souls or Elden Ring. But really, I'd mostly just like to see a version of Bloodborne that allows players who lean into one of these concepts or the other to have full support with what they can find in the game.

We don't need "spells" in the same way, though - it's a different era. But I think it would be cool to introduce various 19th century ideas, maybe getting some slightly steampunk options that allow for a different style of gameplay.

I don't know. Duskbloods set off my Bloodborne nostalgia, and truly if From wants to use some of the ideas developed there in some new single-player game, I'd be really eager to see.

Monday, September 7, 2026

Bringing Out the Dead: Conceptualizing and Building a Necromancer Wizard

 As readers of this blog will know, while my aesthetic has always been a bit more 1990s slacker (an aesthetic that I have maintained since the actual 1990s, a decade in which I just barely made it into teenagehood with like six months to spare) I have a secret spooky goth underneath it all. When I started playing World of Warcraft... dear lord, 20 years ago (like, as of this month,) and encountered the Undead Scourge, I became particularly enamored of the undead specifically when it comes to spooky monsters.

I don't actually love gore as an aesthetic, but dusty crypts and skeletal warriors are totally my jam.

Anywho, the Necromancer is one of the great classic "evil wizard" archetypes, and in particular in D&D, among whose most iconic monsters are the Lich (I'd argue it's the single most wide-reaching contribution to the fantasy genre the game has made, such that it's sort of a surprise that the concept or at least the term "Lich" to mean that, as far as I can tell, didn't exist before D&D,) Necromancers are a very solid choice for a major villain.

Death, of course, carries with it countless taboos. Reckoning with death is a universal human experience (and I suspect it would be of any sapient species that isn't somehow immortal,) and the idea of reanimated corpses triggers a ton of different fear responses. We're hard-wired to find dead bodies, especially those that have undergone decay, repulsive, because that fear protected our ancestors from dangerous bacteria and fungi that might grow in a dead body and spread to the living. And then, on another, more intellectual level, there's something deeply unsettling about the idea of a corpse that is moving: not just in an uncanny valley way, but also as a reminder that one day, we too will be pallid corpses (though probably not shambling ones).

D&D characters need not be good or heroic figures - the concept of the game initially was that people of widely varying motivations and methods would band together to plumb the depths of dangerous dungeons. But I think in modern times, the tendency is for D&D parties to generally do heroics for their own sake - gold and treasure is more of a means to the end of being capable of taking on graver threats, rather than the inverse. (As the folks at MCDM have pointed out, especially in the design of their new game, Crows, D&D originally made gold and XP the same thing - the more gold you hauled out of a dungeon, the faster you leveled up your characters, a mechanic that Crows brings back).

Still, I think it's a good rule, especially if you're not just playing an old-school dungeon crawling campaign, to try at least to build a character who can play well with others and perhaps exist in society (they don't need to be popular.)

Necromancers have a huge advantage as a subclass, which is that they're Wizards, and Wizards are amazingly useful to have in any D&D party, providing a lot of utility to the group. That level of capability and expertise can also justify why your party is willing to tolerate the kind of messed-up stuff you do.

I think we're going to be building this to really conform to the archetype of the Necromancer. We may not be evil, but this is the Wizard who delves into forbidden knowledge and practices that might make them shunned by polite society.

Note that I think you can do similar things with a couple other classes and subclasses. Undead Warlocks and Reanimator Artificers are probably living in a very similar space, and nearly any of the subclasses out of Ravenloft: Horrors Within can exist in similar spaces.

But if we're really going into the notion of someone specifically delving into dark and hidden knowledge, this is really the ultimate subclass for that (though I'd argue Reanimators vie for that position as well, it's just that Reanimators are doing experimental research while Necromancers are perhaps more theoretical).

So, first question: is our Necromancer's research sanctioned or no?

It's a funny thing: in D&D, Necromancy is understood as one of the eight schools of magic, despite the fact that you could argue a lot of its abilities could be described using other schools: like, isn't raising the dead kind of Transmutation? Technically a corpse is an object that you could target with Animate Objects, after all.

But does this recognition of Necromancy as its whole own type of magic mean that magical institutions need to sanction its study and practice? Perhaps it's known, yes, that this eighth school exists, but it's the one you're not supposed to actually use.

I like the idea of a scholar who has been cast out of whatever institution they were a part of because of their pursuit of forbidden knowledge. You often need a reason why someone set aside their civilian life to pursue an adventuring career, and having your former career come crashing down around you is a pretty good reason.

So, I think our Necromancer was once basically a magical professor. Maybe they taught at some institute of arcane learning, a prestigious place. Professors generally have two tasks, teaching and research (with a lot of them far preferring the latter and teaching only because their college or university requires it,) but perhaps we give our character a somewhat more sympathetic characterization: they actually love the teaching side of it, and had some really meaningful connections with their students.

If this institution was one that banned the study of necromancy, what might have driven them to it, then?

Well, Necromancy, at least as practiced by Wizards, can't bring someone back to true life, but a Wizard might not be aware of that particular nuance. Let's suppose that our good professor had a favorite student. I'm going to say just to avoid any real ickiness we're going to say that the relationship was platonic, but it was the kind of relationship between a professor and student where they'll probably wind up lifelong friends and colleagues once the student earns their degree (my dad's closest friends are mostly his former PhD advisees from the 70s and 80s).

But tragedy strikes, and the student dies in some violent manner - it's not a natural cause, but maybe a magical experiment gone wrong or a random act of criminal violence. Our good professor feels somehow responsible - maybe they encouraged said experiment, or perhaps they sent the student on a task that put them in the wrong place at the wrong time.

The point is, their entry into Necromancy as a practice begins with noble intentions: to give life back to someone who lost it too soon.

But things don't go very well: first off, the attempt to bring their student back instead brings them back as an undead creature: here, the student actually becomes our undead familiar through the Necromancy Spellbook feature.

Someone at the university discovers the paper trail of banned books and finds the good professor's secret ritual space. They're not just fired - the school calls the authorities to have them arrested, and potentially executed for these crimes.

But our good professor A: doesn't want to die and B: still wants to figure out a way to bring their student back from the dead, so they go on the run.

If they want to accomplish their goal, setting things right and restoring their student to true life, they'll need to protect themselves and learn more. That means finding deeper, more forbidden lore and having the means to fend off the well-meaning but dogmatic forces trying to bring them to heel.

And thus, an adventurer is born.

Now, let's talk mechanics:

I think our pretty clear background here (class and subclass is obviously already spoken for) is probably Sage. While you might think Magic Initiate: Wizard on a Wizard is redundant, it mainly translates to an extra spell per day and some bonus preparations. Shield is a great option here (one of those spells you take on any character who can get it) given that Find Familiar comes with our subclass. For cantrips, I think any spellcaster is going to want to have one really solid damage cantrip, though this broadens our options a bit to allow a second one (we can also swap cantrips on a long rest now as a Wizard, so the one from this feat should be one we really always want to have). I might grab a utility cantrip with the feat like Mage Hand, as we're probably never going to want to swap that out.

But what about that main damage cantrip? There are only two necromancy cantrips in the 5.0 PHB for Wizards. Chill Touch is now, appropriately, a touch-range spell, which makes more sense with the name (though it still does necrotic rather than cold damage) but makes it less, you know, good as a primary damage option. Toll the Dead is actually not a bad choice - as a saving throw cantrip, it's equally effective in melee as it is at range, and it's also the highest-damage-potential cantrip if the target has taken any damage (which will be the case the vast majority of the time). Saving throw cantrips can't crit, though, and monster saving throw bonuses scale better than their AC, so it's not always going to be the best option, but it's a solid choice. If we want to go off-theme, I of course think that the new True Strike is fantastic, though it's not a classic Wizard aesthetic. Perhaps because of Warcraft, I often think of necromancers as using a lot of cold magic, so I think something like Ray of Frost would actually be a pretty on-theme choice even if it's an evocation spell. Oh, actually, Poison Spray is a necromancy cantrip, and it's certainly a lot better than it was in 5.0 (it's now a ranged spell attack with a 30 foot range,) but it does do Poison damage, which is great unless you're fighting undead, fiends, elementals, constructs, maybe celestials, some monstrosities... it's the least reliable damage type in the game.

Now, Wizards get a lot of spells, and you can even get plenty of spells for your spellbook in the course of your campaign depending on how easy your DM makes it for you to find more spells.

You're going to want to take a lot of the classics, especially any good utility ritual spells.

But to narrow our focus, let's talk about what we want to take every other level via our Necromancy Savant feature.

Note that we don't have to take a spell of our highest level spell slot with this feature, and perhaps as choices narrow at high levels, we might decide to grab some we had skipped earlier. But I'm going to assume that it's not impossible for us to find spell in the world, and so we'll go for the greatest efficiency in taking high-level spells and saving on gold and time copying.

So, what are the best Necromancy spells for us to take at each spell level?

At 1st level, our only choices are False Life and Ray of Sickness - though I'll note that when we get this feature, we can actually get two second level Necromancy spells. Of the two, I'm inclined to like False Life a little more, for similar reasons that I'm avoiding Poison Spray. But we'll only grab it if we can't find two second-level spells we want.

At 2nd level, Gentle Repose and Ray of Enfeeblement are our PHB options, but expanding outward, we also have Wither and Bloom and Death Armor. Gentle Repose can be very helpful if we don't have access to resurrection magic yet, so we can keep someone in the Revivify window long enough to get them to a healer. I'd then say perhaps Wither and Bloom is another option if we want a bit of light AoE (it's less damage than Shatter, but avoid friendly fire and can allow for a little quasi-healing (friends have to expend hit dice to get the healing,) which could honestly be pretty clutch.

For 3rd level spells, obviously we'll skip over Animate Dead given that we get it at Wizard level 6 automatically. We actually have a fair number of options here: Bestow Curse, Feign Death, Speak with Dead, Summon Undead, and Vampiric Touch are all in the PHB. Life Transference is in Xanathar's, and we have Spirit Shroud from Tasha's. If we want to go all in on summoning undead, I think Summon Undead is a pretty solid option. Spirit Shroud can act as a poor man's Conjure Minor Elementals if we want to go supernova with Scorching Ray. Bestow Curse can have some nasty effects, though we need to get in touch range to do it. That said, with our familiar, we can potentially send our poor old student we're trying to help to go do it (we might choose to flavor the familiar differently - maybe we just started studying necromancy to figure out how to raise our friend, but we didn't actually get a chance to try it on them yet). I think if we want to go all in on an army of undead minions, Summon Undead comes with some really powerful utility, like inflicting fear on a hit, or if we're a bit lucky, paralyzing on hit. Indeed, if we do pick up Ray of Sickness, we can potentially poison a target with our own action and then have a Putrid Spirit paralyze them with a hit, which can be a truly nasty combo assuming the target can be poisoned and paralyzed. Summon Undead and Animate Dead occupy similar conceptual niches, but they're actually compatible with one another, just as long as your fellow players don't get frustrated when you're commanding a ton of different creatures each turn.

For 4th level spells, skip Blight, as it doesn't do nearly enough damage for a single-target spell, which is rough because it's the only 4th level necromancy spell in the 5.5 PHB. Looking elsewhere, our only other option here is Festering Blast from Arcana Unleashed, which is a line spell that does necrotic damage initially and can poison, with the poison doing poison damage over time. Again, sucks if our foes are immune to poison, but this could actually be a great option to inflict poison on a bunch of targets and then paralyze them with a putrid spirit from Summon Undead. Festering Blast only does 4d10 damage initially (though it's a 10-foot line rather than a 5-foot one) but I think it's at least much better than Blight. Though honestly, we might dip back and grab a 3rd level spell when we hit level 7 because the options are so limited here.

For 5th level, there's not a single Wizard necromancy spell in the PHB at this level. But we have some good options elsewhere. In Arcana Unleashed, we have a bevy of options, with Enervation, Grave Ground, Negative Energy Flood, Spirit Lantern, and Waves of Exhaustion. From Xanathar's, we have Danse Macabre (and older version of some of the ones from Xanathar's). Now, I actually love Danse Macabre, especially with the buffed Skeleton stat block in 5.5. This lets you raise five undead minions, who use the zombie or skeleton stat block, but crucially, they get to add your spellcasting ability modifier to attack and damage rolls. A skeleton with a +5 to hit is going to start struggling when you start fighting creatures with 20 AC or higher, but if that becomes +10 to hit, and each hit doing 1d6+8 (5 times,) this starts to mean a lot of damage. (Actually, thanks to our Undead Thralls feature, make that 1d6+13!) If you have the raw materials (aka, a bunch of bone piles) this spell actually puts out an insane amount of single-target damage. Unlike Animate Dead, it only lasts for an hour, takes concentration, and also eats up your bonus action to command your minions, but I just have to advocate for this profoundly on-brand spell. (Also, the rule is that the verbal component is the entire Vincent Price "rap" from Thriller, which you must say in its entirety at the table the first time you cast this.)

Ahem. Again, I think this is a very good option, but if your DM is stingy about providing you corpses to reanimate, let's look at other options. I'm skeptical about Waves of Exhaustion: while you can potentially debuff foes to up to a -8 for all their d20 tests, doing so takes several turns. Spirit Lantern is conceptually cool, but works best if you're in a target-rich environment, when you might want to be casting Fireballs or the like. I actually really like Grave Ground conceptually and aesthetically, though I think it's more likely to serve as good battlefield control rather than a source of damage (which might be what you want it for). Particularly good in fights with bottlenecks you can block off. Negative Energy Flood does ok damage for a single-target spell, but can be a bit versatile as a way to heal up an undead minion (likely only your Summon Undead spirit is worth it, if that). I'd really go Danse Macabre or Grave Ground as a backup if you can't use 5.0 only content.

(Oh, one problem: Animate Dead also requires a bonus action to command our minions. The minions from Danse Macabre will hit much harder and more accutrately, so it's still potentially worth using anyway. Likewise, our commands can potentially carry over between turns, if we tell them to "attack that creature," they should continue to until it's dead, and I guess even afterward. So, while there might be an action economy pile-up, we could in theory get both the minions from Animate Dead and from Danse Macabre to work in tandem, but with a turn of ramp-up.)

At 6th level, we have a few options. From the PHB, we've got Circle of Death, Create Undead, Eyebite, and Magic Jar. I... think Soul Cage from Xanathar's is the rough equivalent of Magic Jar (checking... actually not really!) So, right off the bat, I think we'll skip Circle of Death, which is basically the same damage as Fireball but on a wider area. I don't know that that utility is really that useful given how huge a Fireball typically is, and it's hard to avoid friendly fire with Circle of Death, on top of the damage being low for a 6th level spell.

The math on Create Undead is interesting: naturally, we'll be able to raise more creatures with Animate Dead, especially with our Animate Dead feature. At this level spell level, Animate Dead can give us 9 skeletons/zombies, compared to just 3 ghouls with Create Undead. If we don't have the corpses to do 9 with animate dead, obviously we'd grab the ghouls. But with only a +4 to hit and slightly higher damage than skeletons, for pure damage, Animate is better. However! Ghouls can paralyze a target on a hit (there is a Con save involved, and it doesn't work on undead or elves,) and while the save DC is quite low, that can be massive utility. I think the larger army of skeletons or even zombies (though I'd say go for skeletons any time you can) is probably the better call, given how the damage bonus from our Undead Thralls feature will scale really well with the size of our army.

The other spells (other than Circle of Death) are weird utility and debuff spells. Eyebite can put out various quite nasty debuffs, though it takes our concentration and action each turn. Soul Cage is a weird one that does require a humanoid soul to trap, so it might be tough depending on the kind of campaign you're in. Magic Jar is maybe the weirdest of the bunch, which lets you separate your soul from your body so you can go and possess another humanoid. The use cases here are... profoundly varied. If you can figure out a great way to use this, by all means go for it. I think I'd go with Eyebite or Create Undead as more straightforward options.

Onto 7th level! Finger of Death is our only PHB option here. And it actually, genuinely, might be the only 7th level Necromancy spell for Wizards, as I just looked through Heroes of Faerun, Arcana Unleashed, Xanathar's, and Tasha's (I realize I'm leaving out a few scattered other sources). So pick that, I guess. Finger of Death isn't bad - it does less damage than Disintegrate, but it's a save-for-half spell and can potentially get you yet another permanent undead minion.

Now, 8th level: In the PHB, we've got Clone. Our only other option is Abi-Dazim's Horrid Wilting from Xanathar's. These are very different spells for very different purposes. Horrid Wilting does 12d8 necrotic damage in a 30-foot cube, with a Con save for half. A 30-foot cube is actually a little smaller than a Fireball. And 12d8 is an average of 54 damage, whereas an 8th level Fireball would do 45.5, so it is a step up in terms of damage.

Clone is a super weird one. It basically lets you avoid death, but it takes a long time (120 days) for the clone to reach a point where it can work. Then, you're also going to wake up without any of your gear, which has been left behind with your original body. You can use something like Drawmij's Instant Summons (though make sure you do so right away, as if the people who killed you pick up your gear, Instant Summons will just tell you where your stuff is, which you already know, presumably). Clone is very cool, but I think it's more useful as a kind of "campaign epilogue" spell, where you might go on to live for thousands of years by just slipping into your cloned body after you die of old age.

Finally, 9th level spells: Bizarrely, Astral Projection is actually considered Necromancy, and is the only one in the PHB. But Arcana Unleashed gives us Wail of the Banshee.

I love Astral Projection, but it's possibly a bit redundant given that you could have already gotten Plane Shift, and while it makes it safer to traverse the Astral Sea (unless you fight things that can cut the thread, which, like, most monsters in the Astral Sea can) I don't know that it's super practical. (Again, we can just Wish a Plane Shift if we lack the correct tuning rod).

Wail of the Banshee... is interesting. It can instant-kill any creatures of your choice within 60 feet who hear it if they have 50 HP or fewer. At tier 4, that's really marginal for most monsters you'll face. In the far more likely case that they have over 50 HP, though, they make a Con save, taking 12d10 psychic damage on a failure and being deafened, or half as much on a success without the condition.

I... I love the flavor here, and the fact that you can avoid friendly fire is genuinely a real selling point. But any 9th level AoE damage spell (and this is effectively that - even the instant kill function is effectively a flat 50 damage) is going to need to compare to Meteor Swarm, which does a whopping 140 damage on average. You know what would auto-kill a bunch of monsters with less than 50 hit points? A Meteor Swarm that does 70 damage even if they succeed on their saving throw.

    Phew! That was a lot!

So, how do we play this?

Well, one of the joys of playing a Wizard is that you have so many options on how to approach each challenge, whether they be combat encounters or other things. But if we want to really lean into the subclass fantasy, we're primarily going to act as a battlefield commander for a legion of undead troops.

Talk with your DM extensively about how practical it will be for you to command a bunch of undead. While Summon Undead and Danse Macabre make temporary undead minions, remember that Animate Dead and Create Undead create undead monsters that don't die when the spell ends - they're just no longer under your control. This means you effectively need to re-cast the spell on the same minions to keep them leashed, perhaps supplementing fallen minions with new remains (though again, talk with your DM about whether a dead zombie is now a humanoid corpse that could be reanimated with such a spell).

It's also a really important thing for you to hash out with your DM what you have to do with your undead minions when you, say, go to town. Is this a setting where people understand that you're "one of the good guys," and thus your marching force of undead minions are allowed to come into the general store with you? Or, more likely, would people run screaming if they saw you at the head of an undead host?

The main reason I think DMs will "railroad" or "shut down" players' ideas is more about keeping the campaign manageable. If you're going to play this subclass, see if they're willing to make ample corpses available for reanimation in the game's world, and maybe if they don't, see if they'll agree to letting you endlessly "recycle" fallen undead.

One of the biggest challenges to a minion-commanding character in a TTRPG is that your turns might go on forever. While the Berserker Barbarian resolves their entire turn in like, a minute, rolling two attacks and then moving, if you've got a dozen minions that are all moving and attacking, on top of whatever spell choices you're making for your turn, it could get out of hand.

Consider whether some limitations might be helpful to keep the flow of the game going. Maybe, for example, you can only maintain a number of minions from Animate Dead that you'd be able to get from a single cast. As written, a 10th level Necromancer could blow all 3 3rd, 4th, and both 5th level spell slots to raise (er, 3x3 plus 3x5 plus 2x7, so that's...) 38 minions. That could be hilariously funny (and even with only a +3 or +5 to hit, that's going to wind up being an insane amount of single target damage per turn) but it makes the combat encounter the Necromancer show.

Limiting it to just one Animate Dead's worth of minions means just 7, which is still a lot but more manageable. Alternatively, we could look at Draw Steel for inspiration on how to handle minions.

The Draw Steel Summoner is entirely built around having a bunch of minions on the board, and groups these minions into squads that have essentially a shared health pool, with thresholds where individuals are killed and reduce the overall damage they do.

I'd be tempted to go a step further and make them move together as well. Here's an idea I'd propose:

Every time you get a square number of minions, you group them into a squad. So, say we cast Animate Dead at 5th level. We have 4 in a squad and then the remaining 3 act individually. This is only if they're the same creature choice.

If we have four skeletons, we group them into a Large Swarm of Medium Undead. They make a single attack together, pooling the damage they'd normally do so that it would be 4d6+12 (and then an additional 4x our Int modifier for Undead Thralls' necrotic damage). We likewise pool their HP and Temp HP, multiplying the usual totals by 4. Now, the math actually makes them a little tougher, but what we do is that when their HP drops to thresholds equal to the skeletons' individual max HP (so, we have 52 total, but at 39, 26, and 13) the swarm is diminished, subtracting one minion's damage from the total.

Again, the math makes them a little tougher because the monsters have to chew through all four minions' temp HP before any start going down, but I think that's fair. We might even nerf their damage by forcing them to take the average damage even on crits (which would also speed up combat).

Alternatively, to keep your fellow players engaged, try relinquishing control. Maybe you divide your undead minions and allow your friends to control them.

It's common wisdom in D&D that putting more bodies on the board is often very powerful, and Necromancers can put a lot of bodies on the board.

Again, I've been playing a Wizard for I think almost 5 years now, and so I'm eager to try other classes in some new campaign. I still haven't played a 5.5 Monk, and I'd love to get my hands on the new Artifcer as well.

But I've got to say, I would not hate playing a Necromancer.

A Take on Darsino for D&D

 I love my undead Rogue, Darsino. The first character I got to the then-level cap back in Burning Crusade (I started playing in September of 2006, during Vanilla, but leveling took a long time, and so I think my highest-level character by the time the first expansion came out was only in the 30s - I was also already a big altoholic; see the name of the blog).

Anyway, except for a brief stint focusing on Assassination around I think Warlords of Draenor, he's always been primarily a Subtlety Rogue, a subclass that seems to finally, after like two decades, be having a day in the limelight as one of the top DPS specs (not that it matters much given that I'm almost purely a solo player these days).

I was always drawn, when it comes to the Rogue, to the notion of being an unseen shadow, a blade in the dark striking out and taking down foes without being seen, and the Subtelty specialization really leans into at least the flavor of Stealth.

But here's my issue: after playing a Rogue for around a year in a campaign that eventually fell apart due to a busy DM, I don't love the Rogue as a class in D&D. I think it's got a lot of potential, but I've always wanted it to be more of a martial glass cannon that needs to be evasive and sneaky to survive, but hits like a freight train. We get the former, but it tends to come up short on the latter, instead focusing a bit more on being a skill monkey.

I've always had running concepts of what my World of Warcraft characters might be like in D&D, but with the WoW sourcebook coming out in two months, that potential feels closer to reality. So, how would I do it?

Truthfully, the only character option I'm sure doesn't yet exist but will is going to be the Forsaken playable species. In WoW, the official term for the playable race is just "Undead," which is also a creature type that Undead player characters... are not. Even more than in D&D, every player character in WoW counts as humanoid (with rare exceptions like the Death Knight's Lichborne ability temporarily making them count as undead, among other benefits).

The justification for this, though, is that while the playable Undead are, yes, former humans who died and rose again, they had their souls returned to them. So, they're sentient and sapient, with their normal free will and minds, but in decayed and rotten bodies that look like zombies. Originally raised into undeath as part of the Undead Scourge, this faction that regained their souls came to be known as The Forsaken, and eventually were brought into the Horde by the Tauren, who sympathized with their plight and sought to find some way to cure them and restore them to true life (though given that the living humans distrusted the Forsaken and tried to wipe them out along with the Scourge, it also made sense to align themselves with a faction that could realistically oppose the Alliance).

Anyway, I had some thoughts on how to replicate the actual feel of playing Darsino in WoW, and I came to an interesting conclusion:

He's going to be mostly a Fighter.

In WoW, the Warrior is the rough equivalent to the Fighter (I'd argue that the Fury Warrior is more Barbarian, though interestingly, the book seems to be positioning the Barbarian as the Shaman equivalent, which is funny given that Shamans in WoW all have a fair amount of spellcasting, even if one is still a melee/magic hybrid).

But in D&D, Fighters can take on many forms, and one can be a light (or medium) armored, dexterity-focused character.

Fighters are also the gold standard on actually being good at dealing a lot of damage with weapons (while the Paladin is arguably a stronger class overall, that's more because of their spells and support features, like Aura of Protection).

Now, Subtlety Rogues have a few abilities that allow shadowy clones of them to appear and strike at targets before vanishing. It's actually not unlike the Shadow in Draw Steel, which gets a similar feature at high levels (truly I think its Black Ash subclass for Shadows is about as close to a WoW Sub Rogue as you can get in a TTRPG). While this theme only emerged in the last couple expansions, I think it's one I'm going to lean into, in part because it aligns us with one of the coolest Fighter subclasses in the game: the Echo Knight.

The Echo Knight was from Explorer's Guide to Wildemount, and as Critical Role gets sort of less entangled with Wizards of the Coast in an official capacity (though they did choose to stick with D&D for campaign 4 rather than going to their in-house game, Daggerheart,) I highly doubt we'll be seeing the Echo Knight reprinted in 5.5.

But that means it's going to still be the super powerful subclass it always has been.

The crux of the Echo Knight is that you can summon an echo of yourself (flavored as an alternate timeline variant of yourself, though this is pretty flexible) nearby with a bonus action, and you can effectively attack from its position or yours, choosing on each attack. The echo is fragile, with only 1 HP, but you can endlessly resummon it. You can also use a bonus action to swap places with it, giving it actually a ton of out-of-combat utility (summon it up on a high ledge and then swap places, for instance).

A number of times equal to your Con modifier, you can make one extra attack as part of the Attack action, but this has to be from your Echo's space.

For gearing, I'd build this around dual-wielding. While the Subtlety Rogue fights exclusively with daggers in WoW, that's not quite as viable in D&D. I think we'd probably instead go with a Shortsword and either a Scimitar or Dagger. The Scimitar does slightly better damage, 1d6 versus 1d4, but the Dagger has the advantage of the thrown property, and if we ever decide to take the Piercer feat, we could make all of our weapons piercing (even if we carry a Shortbow for ranged fighting when we need to).

Fighters get an insane number of weapon masteries, so there's no fear that we'll have any weapon we're using covered. We'll attack with our Shortsword for most of our attacks, and just get our off-hand with the Dagger. Thankfully, Nick makes this part of the attack action, leaving our bonus action open.

Depending on the level we start at, we might eschew stealth and go for bulky medium armor like Scale Mail. Once we cap our Dexterity, though, we will probably want to stick with Studded Leather, as this will give us the highest potential AC and no disadvantage on Stealth checks (we could get higher AC if we got Medium Armor Master, but this no longer removes the stealth disadvantage from Half Plate). If we can get a Breastplate very early, it'll be decent, but by level 4, when we should have a +4 to Dex, Studded Leather will do us fine.

Now, we want to get 6 levels of Fighter before we multiclass into Rogue. We want to get Extra attack at level 5, and then the Fighter's bonus feat at level 6. In fact, I believe that if we put 10 levels into Rogue and 10 into Fighter, we'll eventually have 6 general feats (though getting 11 levels in Fighter for our third attack might be a better investment - oh well, this build is only going to level 10).

Indeed, actually, by the time we hit level 10, if we have Fighter 6 and Rogue 4, that means 3 general feats, which is what a straight Fighter or straight Rogue would get at that level anyway.

Rogue subclass is a less obvious choice. Subtlety Rogues in particular in WoW have a bit of a "shadow magic" theme to them, though only lightly. I was even tempted to go Shadow Monk, but I think the choice here is probably just Arcane Trickster, generally seen as the best Rogue subclass because, well, magic.

Unlike many ATs, though, I don't think I'd grab Booming Blade, because that's really great if we only want to make a single attack. Darsino is going to be making three attacks by this point with each attack action (2x shortsword and 1x dagger). So, spells would primarily be for utility. We'd likely grab Disguise Self and things like Message, Minor Illusion, and maybe Prestidigitation (just because I always like having that). We get Mage Hand automatically.

For other 1st level spells (and we will only have 1st level spells for a long time,) Shield is obviously always good to have, and then perhaps getting Jump could be another way to make us more nimble, jumping across rooftops and such.

Now, feats: we will actually have plenty of feats to choose from.

For our fighting styles, I'm grabbing Two Weapon Fighting. This is one of the best fighting style feats in terms of how much damage you can add to your output each turn.

I actually think I won't be taking Dual Wielder. We're going to have a lot of uses for our bonus action, between our Echo and our Cunning Actions, and I just don't think that we can afford the feat for a somewhat weak attack once per turn. Yes, Rogues really benefit from having tons of opportunities to land Sneak Attack, but we're already getting three per turn.

Instead, I think Mage Slayer is a great gimme option, mostly for the pseudo legendary resistance.

Then, and sure, this feat isn't necessarily the best, but it feels really on-theme, I'm going for Skulker. This gives advantage on Stealth checks to hide mid-combat, gives us blindsight (which Rogues eventually get but we might be able to given our fighter levels) and prevents us from losing the Hidden condition if we miss with a ranged attack.

Finally, we could grab Piercer, which is ok. But again, perhaps less optimal but something I might just like, I kind of want to go Skill Expert. This will grant us one extra skill (making up for the one fewer skill we got for not starting as a Rogue - we do still get one extra skill when we multiclass into it, but Rogues normally get two extra) and one extra expertise.

The full list I grabbed was Acrobatics, Deception, Insight, Investigation, Perception, Sleight of Hand, and Stealth (using the Criminal background reskinned as Spy, which is how I've always conceived of Darsino, as basically one of the top intelligence agents of the Deathstalkers). Expertise is put into Stealth, Perception, and Deception (the latter of which makes up for dumping Charisma).

As mentioned above, the Criminal background grants Alert, which feels like a solid feat choice especially for a character who prefers to get the drop on his foes.

So, by level 10, with 6 levels of fighter and 4 of rogue, he will have his Dexterity capped at 20.

Ok, so here we are:

How much damage do we do versus a Wyvern?

Sadly, this is a build that uses Vex weapons, which vex me when it comes to figuring out the actual chances of having advantage on our attacks.

Our echo is not a creature (it actually doesn't specify that it's an object either, but that's how I'd treat it in game terms) so we won't be able to flank with it (though flanking isn't even mentioned in the 5.5 core rules, and I think it's actually reasonable to disallow it).

But, we're very sneaky. So, I'm going to skew things here a little: let's just assume we have advantage on all of our attacks. That might inflate our damage output a little bit, but I don't know that it's even that unrealistic. And it just makes my life far easier.

Ok, so, we have a +9 to hit with all of our attacks. Each turn we make two Shortsword attacks and one Dagger attack. If we hit on any of them, we will get our Sneak Attack bonus, which is 2d6 at this rogue level. If we go all out, we can use Unleash Incarnation to make one additional attack with our Echo. Our bonus action will be used to summon/position our echo, or use Cunning Action to hide or otherwise survive the fight better.

So, Shortswords with advantage: against an AC of 14, we're talking hitting on a 5 or higher, so that's an 80% chance to hit normally, which becomes a 96% chance to hit with advantage. With advantage we have a 9.75% chance to crit. We deal 1d6+5 damage on a hit, or 8.5, and 3.5 extra on a crit.

Thus, 8.5x96% is 8.16 and 3.5x9.75% is roughly .34, so we're looking at 8.5 average damage per shortsword attack, and thus doubled to 17.

Our dagger does 1d4+5 damage, or 7.5 on a hit, and 2.5 more on a crit, with the same hit and crit chances, so 7.5x96% is 7.2 and 2.5x9.75% is roughly .24, so we're looking at 7.44, bringing our total damage up to 25.44

Now, our sneak attack. With all this assumed advantage, we can probably guess that we'll be getting this if we hit. Our chance to actually land a hit on one of our three attacks is basically one minus 4% (our miss chance) cubed. So, 4% cubed is .0064%, meaning we are more or less guaranteed to get our sneak attack - literally the chance we miss on all three attacks is so low that I'd typically round it off.

However, we might crit. So, I'm going to basically treat the damage here as 100% plus 9.75%. 2d6 is 7 on average, so 7x109.75% is about 7.7.

Thus, the damage becomes 33.14.

We can only use Unleash Incarnation a couple times per long rest (our Con isn't enormous given the background we chose and the desire to put a little more into Intelligence and Wisdom, which are pretty important Spy stats,) so I think we can only really assume we're using this once in this fight, unless we really want to go all out.

This simply adds another Shortsword attack, so we get to toss in an extra 8.5, bringing turn 1 up to 41.14.

It's not amazing damage, to be frank. But I do think we'll be extremely slippery, between Cunning Action and swapping with our Echo. We can even play it really safe and send our Echo out to make all of our attacks if we want, striking against some dangerous foe while we're running for cover, so I think this could be very fun to play.

At higher levels, I think we'd probably want to put at least two more levels into Fighter (grabbing another feat, but also getting our level 7 subclass feature, which gives us some more utility). Then, four more levels into Rogue would boost our Sneak attack, give us another feat, get us 2nd level spells, and also give us Reliable Talent and Evasion, Cunning Strikes, Uncanny Dodge, and more Expertise. By that point we'd be level 16, but if we were pushing into tier 4, I think probably we put our last 4 levels into Fighter, getting a third attack by level 19 and another feat at level 20, plus, like Indomitable and Tactical Master (though our Vex and Nick properties are probably going to be what we want to stick with most of the time) and our level 10 Echo Knight feature, Shadow Martyr.

Alternatively, if we only went to Fighter 8 and did Rogue 12, we'd actually wind up with 7 total General feats, our Sneak Attack would eventually grow to 6d6, and we'd get more Arcane Trickster stuff including Magical Ambush and some more spells. For 2nd level spells, Invisibility feels like a classic one, and I love a good Misty Step (very much like Shadow Step from WoW).

Saturday, September 5, 2026

Conjuring with the Conjurer

 The Conjurer Wizard has a special place for me because my best friend in the first D&D game I ran (years before I ever got to play as a PC) made a High Elf School of Conjuration Wizard. It's a character I'd love him to bring back in a future campaign, and I think we'd both be happy with him updating to this new 5.5 version.

A lot of classes have what I'd consider the "quintessential" subclass - your Berserker Barbarians, your Devotion Paladins, your Open Fist Monks. Wizards, though... I don't know that they really have one. However, if you forced me to pick one, yeah, I might say Evoker, but Conjurers, even if they didn't show up in the new PHB, feel kind of like the classic Wizard archetype. After all, isn't it a fantasy trope for the king to have a "Court Conjurer?"

One of the funny things about Conjuration magic is that it focuses on two conceptually related but still very distinct things: one is teleportation magic, and the other is summoning magic.

Again, conceptually, I get that summoning things is like teleporting them (perhaps across planes,) so it does kind of fit together.

As far as I can tell, there weren't a ton of changes between the last UA with the revised arcane subclasses and the final version out of Arcana Unleashed, so I'm not really going to go in deep on every feature. I'm also... a little burned out on all my hypothetical "vs. Wyvern" calculations.

But I figure we can talk about this subclass a bit. I'm not going to give it a "tier ranking" but I did figure we could look at what you can do with it.

First off, Benign Transposition remains your main low-level feature. From 3-5, it is now basically a better Misty Step you can do Int times per day. While you can easily get Misty Step, especially with Conjuration Savant, there's actually a decent argument to not even grab it on level-ups, because you'll have access to this.

Here are the ways in which it's better to use this over Misty Step: First off, it's not a spell that costs a spell slot, so you can do this even if you took an action to cast a spell with a spell slot. Second, it can swap you with an ally. This is especially good if a monster broke off from a melee character to attack you - you can get away from the monster and then get your Barbarian friend in its face immediately.

Finally, at level 6, the range increases to 60 feet, making it twice the distance of Misty Step. Also, at 6 you can recharge its uses with 3rd or higher level spell slots. Now, Misty Step is only a 2nd level spell, so you've got to ask yourself if the extra distance, ability to swap with a friend, and the fact that it's not a spell (can't be countered, for example) is worth a higher level slot.

That being said, while Misty Step can be absolutely clutch when needed, I don't often cast it more than once or maybe twice a day. So I honestly don't think we will need to really worry about the spell slot cost to recharge.

But it's at 6 that the thematic focus of the subclass starts to shift over from the teleportation stuff to the summoning stuff.

Durable Summons is good. Quite good. Let's pick a Summon spell. We'll say Summon Fey, which is one of the better ones (Summon Undead, interestingly, will not work with this feature, as it's the only "Summon X" spell that is from the Necromancy rather than Conjuration school). While I'd generally advise always casting these spells at even levels, given that we get this feature at level 6, we'll look at it cast at base level.

Our Fey spirit would have 30 HP. With Durable Summons, they get 12 Temp HP, which is 40% more. Already pretty good. But that 12 THP also confers resistance to everything except Force, Necrotic, Psychic, and Radiant damage. That's admittedly a wide spread of damage types, but especially if you know what kind of threats you're likely to face, you can pick foes that are unlikely to do any of those.

An interesting rules question, though: does all the damage happen as a single instance, or do we only halve it up to the point that there's Temp HP? In other words, let's say a monster hits this thing for a crushing 30 bludgeoning damage.

Does that fully get halved to 15 total, meaning our Fey Spirit now has 27 HP? Or do we say that 24 of that damage gets halved by the Temp HP and then the remaining 6 carry over without resistance to lower the Spirit to 24 HP?

I think I'd be inclined to rule it more simply: that even if it breaks through the Temp HP, it's still all halved, and it's just subsequent hits that will no longer be reduced by resistance.

The point of this, though, is that while the Temp HP is only half our Wizard level, because it's also granting resistance, it's really (in most situations) effectively more like 4 times our Wizard level. That's quite good scaling - by level 20, our summons could take an extra 80 damage.

Indeed, I think that the main big risk of any sort of summoning spell is that there are multiple ways for foes to end it early: they can break your concentration, they can kill the summon, or they can dispel it. This one really helps you avoid or at least delay scenario number 2.

Then, at level 10, problem number 1 is more or less solved. Very simply, you can't lose concentration from taking damage.

Now, we can take feats and such to make it far harder to lose concentration. War Caster paired with Resilient: Constitution (or getting Con save proficiency some other way) is great in the majority of cases, but if you get hit with a dragon's breath at high levels that does something like 90 damage, there is no way you're ever going to make the Concentration save (though Absorb Elements can certainly help). But here, as long as they don't fully knock you out, or stun/incapacitate you, that spell isn't going anywhere.

(Note that this will help with any Conjuration spell, so if you're in "empty the tank" mode combining Conjure Minor Elementals and Scorching Ray, this will make that much safer to do so.)

Finally, at level 14, there's Split Summons. Here, when you cast a Summon spell (or any Conjuration spell that creates a creature that has a stat block in the spell - very specific here, so we're excluding things like Summon Greater Demon from Xanathar's) you can instead summon two creatures, but they each have half their usual Hit Points.

Here's the fun trick, though: they should each gain the Temp HP from Durable Summons.

So, let's say you cast Summon Fiend at 6th level, getting a pair of yugoloths (while Summon spells give you three options for what kind of thing you're summoning, I think the specification that they be the "same kind" here means you can't mix, say, a Demon and a Yugoloth).

Yugoloths created with Summon Fiend have 60 HP (the highest of the three options). That means two of them will each have 30 HP. But at level 14, we're going to be giving each 28 Temp HP. That means even before we take resistances into account, we're nearly at the same number of points of damage that the conjured creatures can take (and if we had chosen Demons, they'd only have 25 HP a piece, or if they were Devils, only 20, so they'd actually have higher HP+THP than they'd typically have without any of these subclass features). Obviously, with the resistance from Durable Summons, they wind up being significantly more resilient than a single one would be summoned by anyone else.

And then, you know, effectively double the damage of the spell.

Indeed, if we look at double Yugoloths vs. a Wyvern, assuming a +10 spell attack modifier, we're looking at hitting on a 4 or higher (85% hit chance). Each Yugoloth is making three attacks, and each is hitting for 1d8+9 (13.5 on a hit, 4.5 extra on a crit). That's 11.7 per attack and six attacks, so we're looking at 70.2 damage per turn.

Now, of course, we shouldn't compare this with our other "vs Wyvern" things because this would be four levels later, but it's clear that this feature can give us a real bombardment of attacks (the Yugoloth is one of the lighter-hitting summons, even).

    Now, how you flavor a Conjurer could come in a whole lot of different varieties. Indeed, are you more excited about traveling to other planes or across great distances? Perhaps you're a bright-eyed explorer, and your summons are more about the fantastical creatures you've seen.

Alternatively, I think you can play this subclass in a more antiheroic manner. Indeed, I think when many of us think of Warlocks, we think of a practitioner of dark magic, who might conjure forth demons and other foul beings to do their bidding. Frankly, I think that the Conjurer is a better fit for that "Demonologist" or "Diabolist" archetype (it's why I thought that I might actually make my World of Warcraft Warlock a Wizard in D&D terms). While I hate to lend credibility to the Satanic Panic, doesn't it feel like we need some lower-level fiend-summoning spells in 5E?

Of course, summoning creatures need not be dark and antiheroic. Wizards get access to most of the Summon spells, and I think Fey, Constructs, Elementals, and Dragons all make for perfectly morally neutral summoning options, while Aberrations and Fiends (and Shadowspawn if we're going into 5.0 spells) give you a darker edge (and again, Undead, though that's a Necromancy spell).

Conjurers can still make ample use of the Conjure spells (though only two in the PHB are available to Wizards - Conjure Minor Elementals and Conjure Elemental,) but this subclass does really seem built around the "put a new creature on the board" options.

The new Battle Familiar spell could work ok with this subclass, but with some odd caveates: If you already have a familiar, you might not actually get the benefits of Durable Summons, as this triggers when you "summon or create" a creature with a Conjuration spell that costs a spell slot. If your DM is really  strict, they might argue that because you're altering your familiar rather than conjuring them anew, they wouldn't benefit.

Also, the strict wording on how Battle Familiar interacts with Split Summons is interesting: first off, the subclass feature says you can use it when you cast a spell that summons a spirit that is included in the stat block. It does specify "spirit," which is how all the Summon spells describe their conjured creatures, even if it's not in an obvious creature type line (they're all instead titled "Aberrant Spirit" or "Elemental Spirit.") So, I think the intent is for you to use this only with "Summon" spells.

But if we are allowed to use this with Battle Familiar, we run into another interesting rules question: Battle Familiar stipulates a "one familiar at a time" rule, which means you can't cast the spell over and over to have a bunch of concentration-free familiar pets. Specifically, it says that "if you cast this spell while you already have a familiar from this spell, that familiar is replaced with the new one," and then goes on to explain how it temporarily buffs and alters an existing familiar from the Find Familiar spell.

But in theory, if we could apply Split Summons, we could cast Battle Familiar while we have zero familiar, and then immediately get two. Neither is being conjured by a new spell when we already have a Familiar.

Honestly, though, I think the specificity that Split Summons only works on spells that summon Spirits means we probably can't use it on Battle Familiar anyway. It's still a spell worth considering, as we could have yet another body on the field doing a few attacks.

    Overall, though, I think that the subclass seems like a lot of fun, and one I'd be tempted to play if I hadn't spent the last four or five years (and still going) playing a Wizard already.

Wednesday, September 2, 2026

Vestige Lock vs. Wyvern

 The Vestige Patron for Warlocks is one of the most buzz-generating subclasses to come out of Arcana Unleashed. Your patron is a dying god, who manifests as a companion pet that fights alongside you in battle. It's a really interesting inversion of the usual patron/warlock dynamic, and while I think you could certainly flavor it more as your patron manifesting an avatar to serve you, the biggest deal, I think, is that it's a Warlock pet subclass.

As someone whose first class-based RPG was World of Warcraft, Warlocks and Hunters (er, Rangers) have always felt natural as pet classes. And indeed, we'll be able to come with many flavors of pet, as the vestige can be undead, celestial, or fiend, with slightly different abilities depending on your choice.

So, how do we want to build this thing? While Pact of the Blade can be a higher damage option, I think here we're going to go the classic Blastlock route. Admittedly, if you play with Flanking (which appears nowhere in the 5.5 official rules, by the way) you might be inclined more toward Pact of the Blade, but I think my general assumption is that most Warlocks prefer to stay at range.

Unlike other pet subclasses, our companion can actually make ranged attacks as well, so if we want to keep both ourselves and our friend at a safe distance, we'll just hang back and lob attacks from afar.

Because we're building to level 10, we'll be skipping out on the 14th level feature (which is actually pretty great - eventually giving you essentially an extra 9th level slot to cast a Summon spell).

Ok, let's get into it:

As usual, we'll be looking to use a good concentration spell, and one that won't take up our bonus action, as we'll need that for the companion. I'll note as well that we might consider picking up Battle Familiar, which is available to Warlocks and doesn't require concentration. Like the Summon spells we get, it's fire-and-forget. Pact of the Chain is all well and good, but it's usually not worth sacrificing one of your attacks for the familiar's attack (and if we're using Eldritch Blast, we aren't taking the attack action anyway).

At 5th level, our Battle Familiar will be making two attacks that deal 12.5 force damage per hit. We might go with the Flyer to let them dodge in and out of melee range - they only have a 30 foot fly speed, so the safest bet is to fly 15 feet above a target and then dive-bomb them.

But that leaves a concentration slot open. I actually really like the utility that Summon Undead gives, but the math on whether, say, the Putrid one actually poisons and then paralyzes the target can get pretty messy. We might instead choose the Skeletal version to just do some pure damage, and again, at range where we and our vestige will be hanging out.

Essentially, once we have all of this up and running, we can have four creatures (us, our familiar, our skeleton, and our vestige) all bombarding the target with ranged attacks. There are two rounds of set up required, but both Battle Familiar and Summon Undead last an hour, so we could get this running if we know we're going into a fight.

Mind you, we choose one of the Domain Spell lists from the PHB, which function as our patron spells for this subclass. While Crusader's Mantle from the War Domain could be great, our pets aren't using weapons (technically the Battle Familiar would be considered to be making natural weapon attacks, at least in 5.0, but it's a little less clear in 5.5). Thus, I think we stick with these. That's going to take both of our spell slots at level 10, so this is an all-out option, but again, at an hour duration for both spells, we might be able to keep it up through multiple fights.

For invocations, we're obviously grabbing Agonizing Blast. I think that's the only one that's going to directly improve our damage output, but grabbing things like Repelling Blast, maybe even Gift of the Protectors to keep our minions alive, could be good.

Note that if we are casting both Battle Familiar and Summon Undead, we're going to be unable to use Vestige Recovery mid-combat, but again, we're staying at range, so hopefully our buddy isn't going to be getting hit.

    Now, feats:

As usual, I'd generally say grab War Caster and then, as a Charisma-based character, we can pick up Inspiring Leader. The tough thing here is that we probably won't be able to buff our Undead and Battle Familiar with this because it takes a short rest, which will eat up the hour that they last.

Anyway, if we're willing to delay capping Charisma, we should have a Charisma of 19 at level 10, for a +4.

So, let's do the damage calculation!

First, our Eldritch Blasts:

We have a +8 to hit, and we deal 1d10+4, or 9.5 average, on each of two hits, adding 1d10, or 5.5 average, on a crit. Thus, against the Wyvern's we hit on a 6 or higher, meaning a 75% hit chance. So, 75% of 9.5 is 7.125 and 5.5x5% is .275, so we get 7.4 average damage per blast, and thus 14.8 from this cantrip.

Next, our Vestige. We use a bonus action to command it to attack once. It also has a +8 to hit, and deals 1d6+7 on a hit (average 10.5) and an extra 3.5 average on a crit. 75%x10.5 is 7.875 and 5%x3.5 is .175, so we get 8.05 from the Vestige.

Then, we have our Battle Familiar, which does 2 attacks that hit for 1d8+8 per hit (12.5 average) and 4.5 extra on a crit. 75%x12.5 is 9.375, and 4.5x5% is .225, so we get 9.6 average per hit, and thus 19.2 average damage per turn from the spell.

Finally, we've got Summon Undead. The skeletal form does 2d4+8 damage on a hit (13 average) and 5 extra average on a crit. 75%x13 is 9.75, and 5x5% is .25, so that's a nice clean 10 damage per attack, and with two attacks, we've got 20.

Add it all up, and we're looking at 62.05 damage per round. Hey, when you're making seven attacks a turn, it adds up!

Now, if we get caught unaware, and still want to commit to this strategy, we basically need to layer things in the following way:

Turn 1: Cast Summon Undead and then bonus action command the Vestige. This means 28.05 damage on the first turn.

Turn 2: Cast Battle Familiar and then bonus action command the Vestige, which brings us to 47.25 damage on the second turn.

Turn 3: Eldritch Blast away and then command the vestige, doing our full 62.05.

    Now, the subclass, I think, is mainly giving us utility. That 8.05 extra damage isn't nothing: it brings this up to "really good" instead of just "pretty good" damage. But you can pull this off with other subclasses and do quite well. I'll also say that you might consider Summon Fey instead of Undead if you're going for maximized damage.

Still, it goes to show you that you can put out some big numbers here.


Class Spell Lists? Who Needs Them? The Adept Feats

 In the campaign where I play a Wizard, we did no conferring with one another when making characters, which gives us a weird party: we have two Wizards, two Paladins, and a Fighter. Now, we're level 11 now and one of the Paladins has multiclassed into Warlock while the Fighter now has levels in Rogue, so we do actually have 5 classes between our five PCs.

But you'll note that the only people in the party who can cast healing spells are the Paladins, and the straight-paladin (though the character is certainly not straight in that sense - in my games, it's always the paladins, not the bards, who are the horniest) still won't get Mass Cure Wounds or Greater Restoration unless/until we hit tier 4.

Now, my character's family back home has a few artificers in it - his father and twin sister both working as engineers at Port Damali's airship docks (did I write that into my backstory to try to get us some airship adventures? Yes. Have we had any? No. And we now have teleportation magic, so it's unlikely we will). And so, I've considered taking the old Tasha's feat Artificer Adept. Unlike modern general feats, there's no ability score bonus, but if I take Resilient: Constitution at level 12, I'll have already capped Intelligence and have an 18 Con (we rolled stats and I rolled well). But this would give me access to Cure Wounds, at least.

But I have a much better idea now.

There are eight "Adept" general feats in Arcana Unleashed. Their only prerequisite is that you have Spellcasting or the Pact Magic feature.

And each gives you five spells (one for each spell level up to 5) always prepared. And that means that any spellcaster can have access to a lot of spells that were previously locked behind certain class spell lists.

Each also gives an additional feature, so we'll go through them one by one. Naturally, as General feats, they give you an ability score bonus, bumping Intelligence, Wisdom, or Charisma.

But let's go through them:

Abjuration Adept:

Spells: Shield, Lesser Restoration, Protection from Energy, Banishment, Mass Cure Wounds.

    Holy crap! I mean, holy crap. Shield on any spellcaster now! Mass Cure Wounds! Banishment! These are some amazing spells. I'm seriously tempted to take this even though I already have Shield on my Wizard, mainly so that I can do really significant amounts of healing despite being the class that's "never supposed to be able to do that."

On top of this, when you cast an Abjuration spell using a spell slot, you can grant a creature within 30 feet you can see Temp HP equal to twice the level of the spell slot.

    This isn't going to do a ton when you're casting Shield, but a bonus 10 Temp HP on top of Mass Cure Wounds is going to be a bit of extra sauce. But again, the spell list here is incredible.

Conjuration Adept:

Spells: Entangle, Misty Step, Conjure Animals, Dimension Door, Conjure Elemental

    Yeah, we don't have the infamous Conjure Minor Elementals here, but this is not bad. If you were taking Fey Touched mainly for Misty Step, this is going to be probably the better option.

Additionally, when concentrating on a Conjuration spell, you get a bonus to your Con saves to maintain concentration equal to the ability score increased by the feat.

    That's quite nice, and makes up for things if your class doesn't have proficiency in Con saves. And this will work on any Conjuration spells, so if you're using CME or a Summon spell or the like, you'll be more likely to keep it going.

Divination Adept:

Spells: Detect Evil and Good, Mind Spike, Clairvoyance, Divination, Scrying.

    Ok, some good spells that are not very combat-focused (though there's Mind Spike, which is situational).

You also can use a reaction to grand a creature you can see within 60 feet of you Advantage or Disadvantage on a D20 Test. You can do this once per long rest, but recharge the ability when you cast a Divination spell using a spell slot.

    I think this is ok, but you'll need to make sure you're casting a lot of divination spells over the course of a day to get good use of it.

Enchantment Adept:

Spells: Dissonant Whispers, Enthrall, Hold Person, Dominate Beast, Modify Memory

    Pretty campaign-dependent, as Hold Person gets less useful when you're fighting fiends or undead. Dominate Beast is... I doubt very useful in any campaign to be honest. Modify Memory could be really great in Deadfall, actually, and any sort of intrigue-focused campaign.

Additionally, when you cast an Enchantment spell using a spell slot, you can ignore all components except for material components that have a specified cost or are consumed.

    Ah, ok, yes. This is where the power of this feat comes from. If you want to cast Suggestion without making it obvious that you cast Suggestion? Basically, if you want Enchantment spells to work the way they feel like they should? This is going to be really powerful in any intrigue-focused campaign where you want your magic to be less noticeable. Campaign-dependent, sure, but also very good in the right campaign.

Evocation Adept:

Spells: Chromatic Orb, Shatter, Fireball, Vitriolic Sphere, Wall of Force

    Fireball for the masses! That's right, you get a fireball, and you get a fireball, and you get a fireball. You all get a fireball! Seriously, though, this is huge. Fireball might not be the most powerful spell in the game, but it's probably the best AoE damage spell at its weight class. And Chromatic Orb can become downright silly when upcast, while Wall of Force is situational but quite good.

Also, once per turn, if you cast an Evocation spell and deal damage, you can roll up to two unexpended hit dice and expend them, adding the total to one of the spell's damage rolls.

    This is kind of like the Evoker's Overcharge feature, ish. Mainly, this will depend a lot on what counts as "one roll." Obviously, it'll be nice in AoE spells, where a Wizard or Sorcerer would effectively be able to upcast Fireball by two levels with this. If you rule that Magic Missile requires only a single d4 roll and all the missiles do the same damage, this could be enormous (on your Armorer Artificer, going from (1d4+1) x 3 to (2d8+1d4+1) x 3 would be huge. That's going from 10.5 average damage to 37.5 average damage).

Illusion Adept:

Spells: Silent Image, Phantasmal Force, Major Image, Hallucinatory Terrain, Seeming

    Some solid ones, again, less combat-oriented, but really quite good options here.

When you cast an Illusion spell with a spell slot, you can do so without components except material components with a specified cost and/or that are consumed. Additionally, creatures have Disadvantage on investigation checks to discern the illusory nature of your spells.

    Like Enchantment, this is going to let your Illusion spells work the way you want them to in an intrigue-filled campaign. I think the spell choices here are a little more broadly applicable.

Necromancy Adept:

Spells: Inflict Wounds, Ray of Enfeeblement, Vampiric Touch, Blight, Raise Dead

    Ok, some of these spells are bad. Blight does way less damage than it should for a single-target spell, and the same is true for Inflict Wounds (which was better when it was an attack roll in 5.0). I think the number one reason to grab this (at least for spells) is to get a resurrection spell if your party doesn't otherwise have one.

Also, if you cast a Necromancy spell using a spell slot, you can roll two of your unexpended hit dice and regain HP equal to the total rolled plus the spell's level, expending the dice.

    In a pinch, this could be very nice: cast Summon Undead at 4th level as a Wizard and you could heal for 2d6+4. But I don't know how often this will come up.

Transmutation Adept:

Spells: Jump, Spider Climb, Slow, Polymorph, Animate Objects

    There are some real bangers here. Slow is interesting as it's the only big 3rd level crowd control spell that no creature is immune to. Polymorph is extremely versatile and can be a great way to keep a nearly-downed ally in the fight. And Jump is actually quite good in 5.5.

Also, on your turn when you cast a Transmutation spell with a spell slot, your speed increases by 5 feet times the spell's level until the end of your turn.

    That's fun. Cast Polymorph and suddenly you've got an extra 20 feet of movement? That's fun.

Overall Thoughts:

    Again, I think the most exciting (and possibly game-breaking?) part of these feats is letting you grab spells you'd normally not have access to based on your class. Letting anyone be a healer, or letting anyone use Fireball, is going to potentially unlock a lot of new character concepts, and might help shore up parties that aren't built for balance.

    Clearly not all of these are created equal, but I do think that a lot of these feats are going to be quite attractive, even if they don't give you free castings or anything like that.

Going Full Pokemon Trainer with Familiar Feats

 Do you like having a familiar in D&D? Find Familiar, as a spell, is basically a spell that lets you have a pet, which can be a really fun bit of characterization and an opportunity to add a beloved mascot to your adventuring party. And while it's a little expensive to keep summoning them back, it's also a spell that lets you avoid the anxiety real-world pet owners have because your familiar can never permanently die.

But given that, do you wish that they could be more central to how your character plays? Well, Arcana Unleashed really leans into this with a number of feats that support a Familiar-focused playstyle.

To start, we have the Origin Feat, Familiar Friend. This comes with the Familiar Trainer background, a background that grants Con, Int, and Wis as its ability score increases, well-suited for Wizards, Artificers, (Psions eventually,) Druids, and Clerics.

The feat gives you the Find Familiar spell as an always-prepared spell, and lets you cast it once per long rest for free and without material components. So, already, this is going to make things a little more convenient.

Next, your familiar will have higher HP, getting higher current and max HP equal to twice your character level. Given that most familiar stat blocks have 1 HP, that's going to mean tripling it even at level 1, and while it'll take a while before it can truly take a hit, even by level 5 or so, it should be able to survive incidental scratch damage.

Finally, the feat will allow the familiar to grant you advantage on any ability check using a skill you have proficiency with if they're within 5 feet of you, no action required on their part, though they can do this only PB times per long rest.

    This last one is kind of interesting, as in the 5.0 rules, you could give the help action on any check, as could a familiar. To avoid just having all checks get advantage, I instituted a house rule that you have to be proficient in the skill they're using to help, which they then made official in 5.5. Familiars rarely have a whole lot of proficiencies (though they might have Stealth and/or Perception,) meaning their previous role of giving advantage outside of combat isn't really what it used to be. This feat restores some of that functionality, albeit in a limited way.

Now, though, let's talk General Feats. As with all General Feats, you can increase an ability score by 1, to a max of 20. It seems for these it allows any ability. However, these feats do require that you have the Familiar Friend feat, so it's kind of a feat path.

Elemental Familiar lets you imbue your familiar with elemental power when you summon them by casting Find Familiar. You pick Acid, Cold, Fire, Lightning, or Thunder. The familiar gets resistance to the chosen damage type.

Then, as a bonus action, you can command the familiar to use a reaction to burst forth with its elemental energy, forcing all creatures in a 5-foot emanation to make a Dex save, taking 2d4 of that damage type on a failure and getting knocked prone.

    So... this is not great. It's a pretty tiny amount of damage that doesn't scale and is a save for half. That being said, to its credit, you're probably there more for the ability to knock foes prone, and actually, now that I've said that, I think this might not be so bad after all. It's especially powerful if you can get your familiar up to a flying creature. The timing, however, is tricky: technically the familiar is supposed to go on its own initiative, so getting them into place and then having them wait there (fully open to attack) until your turn so you can use your bonus action is... a bit rough. Even if you house-rule that familiars go immediately after the controller's turn, it's still a bit awkward. The only way this really works smoothly is if you let the turns happen simultaneously, which stretches the rules a bit, though I think is within reason.

Otherworldly Familiar lets you imbue the familiar with otherworldly energies, picking between Necrotic, Poison, Psychic, Radiant, or Thunder (huh, Thunder can be from both!)

Like the prior feat, this gives resistance to the chosen damage type. Then, your familiar can move through other creatures and objects as if they were difficult terrain, and if they end a turn inside an object, they're shunted to the last unoccupied space they were in.

    Obviously, this is less of a combat-oriented feat. But if you like to use a familiar as a scout, this is going to make it a lot easier for them to get into places. I'm not convinced this is worth spending a whole feat on. Actually, I think it's not. But if you're really leaning into the theme here, and your DM doesn't have NPCs and monsters instantly kill a tiny spider if it starts walking around their lair, this could be pretty cool.

Soothing Familiar causes your familiar to create a soothing aura in a 5-foot emanation around them. When you or an ally rolls a die to determine the number of hit points restored to a healer, you treat rolls of 1 or 2 as 3s.

    Generally, I don't think these "replace 1s and 2s with 3s" features are good. Now, this will work on any healing, whether it be from spells, potions, or even just spending hit dice on a short rest. This will turn the average roll of a d4 from 2.5 to 3.25, a d6 from 3.5 to 4, and a d8 from 4.5 to 4.875 (are there healing spells that use d10s or d12s? Maybe Conjure Celestial?) Anyway, at best, this is increasing the dice healing of a Healing Word by 30%, though it's really less than that because it does nothing to the flat modifier. Again, I'm just not convinced this is worth a General Feat.

Warlike Familiar gives you the Battle Familiar spell, making it always prepared, and lets you cast it once for free per long rest. Also, while a creature within 5 feet of your familiar is hit with an attack, the familiar cna take a reaction to add a bonus to that creature's AC against the attack equal to your PB.

    So, this is interesting. I did a post about Battle Familiar yesterday, and it's a pretty solid spell, and especially if you're a Cleric, Artificer, or Psion who can' t normally get it, this could be nice. The reaction is also pretty good, though again limited to just one hit per turn. But it could come in clutch, and there's no limit on uses.

Overall thoughts?

    Well, in terms of power, I really think probably Warlike Familiar is the only general feat amongst these worth taking, and even then, it's mainly adding just a little functionality to a spell that you might be able to get anyway.

    There are for sure some very powerful feats in this book, but I'm inclined to think that this stuff is more about building a character around a fun and silly theme than being the most powerful adventurer you could be. It could be very fun to play with these, and again, there are situations where these feats could actually prove really useful. But again, I'm not inclined to think that these are parts of the next big brokenly powerful build.