Thursday, September 10, 2026

UA: Freedom Domain

 Freedom is a pretty popular value, though it's one that can manifest in varied, sometimes even opposing ways depending one peoples' perspective on it (see: American History). In a place like the Underdark, tyrannical regimes like Menzoberranzan (did I spell that correctly? No clue) might inspire a desperate faith in the notion of being free from oppression. But "Freedom" might also be something someone craves to be unshackled by obligations to others or to uphold a sense of shared moral responsibilities (the "how dare you take my freedom to murder and maim as I wish?" attitude).

I imagine most people would lean more toward the positive sides of Freedom, but it is a deep and complex concept that can be really interesting to explore.

Let's talk subclass features:

Domain Spells:

1st: Expedition Retreat, Jump

2nd: Knock, Misty Step

3rd: Fly, Gaseous Form

4th: Dimension Door, Freedom of Movement

5th: Passwall, Tree Stride

    Some real solid spells, especially early on, that Clerics don't normally get. I think Misty Step and Fly are both potentially fantastic, and Freedom of Movement is one of those spells that can start to be absolute life savers when you're fighting giant monsters that like to swallow party members (we actually fought one last night in my Wildemount game, though I didn't have the material component to make a Tasha's Bubbling Cauldron full of Oil of Slipperiness, so instead I nuked the thing with a 6th level Conjure Minor Elementals and a 5th level Scorching Ray).

Level 3:

Invoke Liberty:

You can use an action and channel divinity to affect any allied creatures in a 30-foot emanation, allowing them to end one of the following of their choice: Frightened, Grappled, Paralyzed, or Restrained. They can then use their reaction to move up to their speed without provoking opportunity attacks. When you hit Cleric level 9, you can add Charmed and Petrified to the list.

    This is quite good - while you might not frequently have more than one ally to help with this, it's going to handle a lot of problems you might encounter. Furthermore, at level 9, getting to clear Petrification is kind of massive, because that would normally take a Greater Restoration. You're not going to use this every combat, but it'll be nice when you need it. Note, though, that you are not in your Emanation unless it states otherwise, so you can't use this on yourself.

Unencumbered Grace:

While not wearing armor, your base Armor class is equal to 10 + Dex + Wis. You can still benefit from a Shield along with this.

    There' more, but let's unpack this: It's going to be hard to reach the AC you normally can with just a +2 to Dex as a Cleric this way. If you start off with a +3 to Wisdom and +2 to Dex, this is going to give you 15 (or 17 with a Shield,) but while Clerics don't start off with Scale Mail anymore, you could pretty easily get your hands on some, which would give you 16. Really, if we want to lean into this, we need to try to start off with a +3 to Dexterity, and then unless we can get Bracers of Defense, we're going to still fall behind if we find any +X armor. So... it's ok, but nothing that exciting.

You also get proficiency in Acrobatics, or if you already have it, Expertise.

    Acrobatics is one of those skills that I think really varies. If your DM lets people kind of pick between Athletics and Acrobatics to, say, jump over a gap or climb something, this is great. But I find that if you're really strict about what each is used for, Athletics comes up far more.

Level 6:

Unstoppable:

Your movement is unaffected by Difficult Terrain. You also get proficiency in Dexterity saving throws, or if you already have that, you can pick a different saving throw to gain proficiency in.

    This is nice. Dex is one of the most common kinds of saving throws, and as a Cleric, you already have Wisdom, which is another. The Difficult Terrain thing is nice, but will of course depend a lot on the encounter. Not the most exciting 6th level, but the Dex save this is quite impactful.

Level 17:

Avatar of Freedom:

As a bonus action, you can manifest a 30-foot emanation that surrounds you for 10 minutes (ends if you become incapacitated, or if you choose to end it for some reason). It grants the following:

When an ally enters the emanation of starts their turn there the first time on a turn, their speed increases by 30 feet until the end of their next turn.

    Note that we don't get this benefit. But one thing that's kind of interesting is that if an ally enters the emanation and then ends their turn there, then starts their next turn in the emanation, they should get a 60-foot speed bonus because the first one didn't end yet. I seriously doubt this is the intention, but a 30-foot speed boost to your party could be helpful, though they'll outrun you if you're trying to run as a group. (You could cast Expeditious Retreat on yourself if you want to keep up.)

The movement of allies within the Emanation is unaffected by Difficult Terrain.

    Again, situationally great, but if most of your fights don't involve difficult terrain, this won't do antyhing.

Allies within the emanation have Advantage on Dexterity checks.

    Weirdly, this might come up more outside of combat. Using this could give you a sort of poor man's Pass Without Trace. Otherwise, it could help people escape grapples or restraints. For DMs: if the party is on a storm-rocked ship or crumbling temple roof, would you call for Acrobatics checks or Dexterity saving throws to keep them from falling? Because this only affects the former.

Once you use this ability, you can't do so again until you finish a short or long rest.

    I think the short rest rescues this - I'm surprised it doesn't instead let you recharge it with a spell slot of, say, 5th level or higher. But at least you can do it more than once per day. However, I don't see using this outside of combat because of this restriction.

    I also feel like it would be nice if this benefited us as well as our allies.

Overall Thoughts:

There are plenty of things here to recommend it, but I find some of the design here frustrating: so many features neglect to actually help the Cleric themselves. Perhaps a little revision would fix this right up.

That said... is it... kind of boring? Like, I'm not really feeling super inspired by any of these features - maybe speeding up all our allies could be fun... but... yeah, I just think this is one of those solid but kind of forgettable subclass options.

More Underdark UA Options: Subclasses and Species

 I'll confess here that I'm not super into the Underdark as a setting. I get that it's an unusual and original aspect of D&D's lore. It's also funny because it's one of these things that is maybe more specific to the Forgotten Realms setting, but there's so much in the game's rules and assumptions that it feels like you're sort of obligated to have an Underdark or equivalent in your own homebrew world.

My homebrew setting is a planet that houses, or at least housed, a consciousness that was something blurring the lines between an ancient deity and a Great Old One, though with something of a neutral alignment leaning toward benevolence. That entity was shattered by contact with the Far Realm, but before it was, aberrant corruption running through the original surface of the world caused it to create a whole second surface to grow over the original, which is what is known as the world's surface today. The old, original surface of the planet now exists as a vast subterranean realm that is utterly chock-a-block with Mind Flayers, Aboleths, and other ancient aberrations, but with areas at least that were clearly once exposed to the open air and sky.

Anyway, the Underdark is a storied part of D&D, so it makes sense that WotC seems to be hinting toward some kind of Underdark sourcebook, with several subclasses and now, evidently, a lot of new species - most of which will look familiar from the Monster Manual.

The options presented are:

The Freedom Domain Cleric, a revised Circle of Spores Druid (which was originally released as the Golgari Swarm-themed Druid in Guildmaster's Guide to Ravnica, a guild that does live in Ravnica's Undercity, which is sort of its Underdark but also its "Swamps" in MtG terms,) and the Faerzress Sorcerer (a term I first learned during the Acquisitions Incorporated game that came out I think when Out of the Abyss was either coming out or had just come out).

We'll also get a look at the Deep Imaskari, a species of mutated humans who have lived underground for generations, and also the Illithidkin, who are humanoid/illithid hybrids (basically as close as you can get to playing a Mind Flayer without taking that whole feat path,) and then the familiar Drider, Kuo-Toa, and Myconids.

Lots to cover, so we'll see how quickly I can get the various posts out!

Wednesday, September 9, 2026

Metroid Ravenous Announced

 While the title leaked a little while ago, we have official confirmation and a trailer for Metroid Ravenous.

Spoilers ahead for the end of Metroid Dread, to which this is a direct follow-up and will presumably be the official "Metroid 6" entry in the core series.

As we know, at the beginning of Metroid Fusion, Samus' original Chozo power suit was infected with the X parasite, and to save her life, doctors injected her with a vaccine made from Metroid DNA (one assumes derived from the juvenile metroid that had imprinted on her at the end of Metroid II and died at the end of Super Metroid).

Pushed to the utter limit in her battle with Raven Beak, the changes that this vaccine had made to her physiology manifested, revealing her to have become a Metroid/Human hybrid, with the life-energy-draining ability of a Metroid. This allowed her to defeat Raven Beak, manifest a cool new Metroid suit, and escape ZDR before it was destroyed (conveniently wiping out the local X infestation).

But as we know, Metroids were something of a hot commodity - the original game and Super Metroid saw the Space Pirates eager to secure a specimen to turn them into a bioweapon to use against, well, anyone they saw fit. And my interpretation of this trailer is that as the last surviving Metroid, Samus now has a lot of people interested in her.

Visually and stylistically, this looks to be very similar to Metroid Dread in terms of a faster and more agile Samus, and I assume that the same studio, Mecury Steam, is behind this one as well.

Once again, Samus is stranded on a hostile world, and once again, her upgrades are reset after it looks like some vaguely insectoid alien ninjas stab her through the chest. I'm not sure if these insectoid aliens are actually Space Pirates (certainly could be,) but given Samus' transformation, one is led to ask the following question:

Is Samus trapped on this world with a bunch of hostile aliens? Or are they trapped there with her?

The game comes out early next year, and boy is it starting to feel like I've got to get a Switch 2.



Tuesday, September 8, 2026

Ok, Fine. Necromancer vs. Wyvern

 Yeah, I've got Necromancers on the mind. For one thing, I've been playing such a sweet and innocent Wizard for several years (though he does use Summon Undead as one of his frequent concentration spells) that I'd like to make a dark and sinister character. I went... pretty extensively into how I might approach one in a recent post.

But here we're going to narrow down to a battle plan. Wizard, it should be said, are a class that can do a massive number of different things. But I assume if we're going with the Necromancer subclass, we're going to try to command an army of the undead to face our foes.

So, to narrow this down, we'll look at feats, a concentration spell, and other spells we'll be using.

But let's start by addressing the elephant in the room:

Animate Dead doesn't have a hard limit on how many minions you can create/retain control over beyond how many 3rd or higher level spell slots you've got. While we do get a free casting of this once a day, meaning we should ideally be able to have three minions (from this spell) at any given time. Bu we can spend more spell slots on it to get more.

Let's assume for the sake of this model that we A: do get to have some undead minions that the DM hasn't contrived to get rid of (do talk with a DM before making a Necromancer. It's reasonable for the DM to limit how many minions a single player is controlling, but also, DMs, if you are going to let your player play a Necromancer, don't take away the thing their character concept is built around) and B: we're not going to spend all of our spell slots on it.

As these are done at level 10, we're going to have two 5th level spell slots. I think we'll be casting Animate Dead for free at 3rd level (which gets effectively upcast at 4th level from our Undead Thralls feature) and then again at 5th level (which gets upcast to 6th automatically). That means that we'll have a total of 10 from these two castings of the spell.

We will grab Skeletons - while Zombies to have their place, they got a little nerfed in terms of HP in 5.5, and didn't really get any compensation, while Skeletons now have a pretty healthy +5 to hit and can also attack at range (we'll assume that they've got, like, "bone bows," or screw it, maybe we just carry around a bunch of shortbows for them).

So, 10 Skeletons. But we also get a skeleton via our Find Familiar. We'll have to see if it's worth using our action to get this eleventh attack (I suspect no because of the lower hit chance).

We will need to use a bonus action to command our Animate Dead skeletons, but this command can be an ongoing directive like "kill wyverns you see." The DM might argue that this doesn't let you pick the targets, so you might be spreading your damage. But I'm going to guess that these guys are going to be dealing a lot of damage in total.

Ok, next, a concentration spell. And the one I want to use is... Danse Macabre. This is kind of a souped-up Animate Dead, but it's shorter term, takes concentration, and does also require that "general command" as a bonus action. I think we'll want to prioritize the Danse Macabre minions, even if they're going to be only have as many, because they will both hit harder and more accurately.

By turn two, though, we should have our action left over. If we want to conserve spell slots, we could just shoot a cantrip, and perhaps just Fire Bolt (while I like my Necromancers cold like the grave, we might get a little more "hellfire" theming here). Certainly we could cast other, more powerful spells, but again, Wizards are so versatile that we can just assume that we're doing things like fireballing groups of minions or helping friends out with Vortex Warps, Dispel Magics, and the like.

Ok, now: feats.

I mean, we really ought to grab War Caster. The question then, though, is if we want to just cap Intelligence at level 8, or grab another feat. There are a lot of quite-good feats in Arcana Unleashed. Here's a bit of a nutso option:

Healing spells now work on undead and constructs, even when they didn't in 5.0. If we grab Abjuration Savant, we can cast Mass Cure Wounds, potentially hitting a bunch of our minions. Undead Thralls doesn't grant Temp HP, but actually raises the HP of our minions (I had initially thought it was the other way around,) which gives them more of an opportunity to survive some damage and get healed up.

We'll assume we have a 19 Int by level 10, so a +4. Skeletons have 13 HP, but the ones we get via Animate Dead and Danse Macabre will get 9 extra (our familiar doesn't, as it's created via a Conjuration rather than Necromancy spell). So, 22 HP per skeletons, which means they... might survive long enough to benefit from healing (at 14 we can buff them with temp HP as well).

Ok, so, let's figure out damage:

Skeletons have a +5 to hit with both their shortswords and shortbows, and deal 1d6+3 with either by default. Each deals an additional 4 necrotic damage thanks to Undead Thralls, so the Animate Dead ones (of which there are 10) will have a +5 to hit and hit for 1d6+7 each.

The Danse Macabre ones, though, get additional bonuses from the spell itself, adding our Int mod (+4) to attack and damage rolls. This should stack with Undead Thralls, so these will get a +9 to hit and deal 1d6+11 on a hit. There are 5 of these.

Again, I suspect that, especially because of the better hit chance, we'll favor Danse Macabre minions first, but we'll do the math for each, of course. But we'll start with Danse.

Ok, so, against an AC of 14, we hit on a 5 or more, so that's an 80% hit chance. On a hit, we're doing 1d6+11, or 14.5, and then an extra 3.5 on a crit. So, 80%x14.5 is 11.6 and 3.5x5% is .175, so that's 11.775 on each of 5 attacks. Multiplying it together, we're getting 58.875 damage.

That's... a freaking lot.

Well damn, ok. Let's get the Animate Dead guys in.

These guys only have a +5 to hit, so they need to roll a 9 or higher to hit (60% hit chance). On a hit, they do 1d6+7, or 10.5 damage average, with that same crit damage of .175. 10.5x60% is 6.3, so we'll be getting 6.475. And then... well, there are ten of them. So... that's 64.75 damage. (Ok, I guess we actually command the Animate Dead ones first).

And I mean... do we even freaking care about what we're doing with our action on subsequent turns?

I mean, Fire Bolt with a +8 to hit is doing like 8.8 extra damage.

So, by turn two, our 15 minions are doing a total of 123.625 damage.

We're... yeah. We're good.

The Ocarina of Time Remake

 I think there's probably a generational distinction among players of the Zelda series.

For Millennials, and perhaps those on the older side (though I'm, I'd say, more of a "middle" Millennial, born in the latter part of the 80s, though on the older side of that cohort) Ocarina of Time will always be "the greatest video game ever made," or at least certainly the best of the Zelda series.

I suspect that for younger players, Breath of the Wild holds that place, which is funny, because the appeals are somewhat different and even maybe opposite. I, personally, never finishing Breath of the Wild because I became so damned frustrated that the game punished me for using my coolest weapons by making them break before I could even defeat a single monster. But more broadly, the tightly-designed dungeons with their puzzles and unique items were thrown out in the name of open world freedom, which to me made it feel like no matter what environment I was in, I was dealing with the same sorts of enemies.

See, I actually like a more curated experience in a video game. And again, I think that's a generational distinction, even if I'm sure there plenty of exceptions of older folks preferring the looseness of your Breaths of the Wild and younger folks yearning for more structure.

But I also think that Breath of the Wild triggered a bit of a negative emotional response because it felt like this new wave that was going to sweep away the Zelda series I had loved growing up in favor of something new that bore a vague resemblance.

(I will say that I did enjoy and finish Tears of the Kingdom - a game I think some people felt was a bit too much of a Breath of the Wild clone, even using the same broad world map, but its gameplay systems solved some of the major issues I had with BotW.)

Anyway, for two decades, it was kind of undisputed that Ocarina of Time was a superlative game, and truly did top many "all time" lists.

When the game came out, I was 12, and I had not played a Zelda game before (I would later get A Link to the Past, though I think not until I was in college) and Ocarina of Time was the big event. I think I got it for Christmas, though I had to persuade my mother that the game wasn't too violent (the conventional wisdom that a Nintendo-branded game wasn't going to be a Mortal Kombat-style gorefest had not permeated my parents' understanding of the medium yet).

Obviously, N64 graphics haven't aged very well, but the game was stunning in 1998. And I also think we sometimes forget that this was (as far as I know) the first 3D game with a lock-on feature to keep your enemy target in sight. That's such a profoundly standard thing in so many kinds of game that we forget that someone had to invent it, and in true Nintendo fashion, they justified it in-game by having Navi the fairy aid us in aiming at our foes. (In a similar manner, I believe Super Mario 64 was the first 3D game to have a controllable camera, which they justified by having a Lakitu flying around filming you - another crucial part of gaming that someone needed to invent.)

So, 28 years later, Nintendo is releasing a remake, with modern graphics and controls, and I have to say, watching the preview got my nostalgia circuits buzzing.

The remake looks to be a very faithful one. While Kokiri Village, for example, looks far more natural with its streams and ponds and tree-houses and rocks, the layout looks to be the same. Similarly, when we get a look inside the Great Deku Tree, OoT's first true dungeon, it also looks to be the same map with the same flow of puzzles (that big spider web in the floor, for example).

As far as I can tell, the game itself should feel basically the same, but with a modern look.

I have heard some criticism about that look: while the visual fidelity truly reflects the nearly 30 years of development, some have said it looks a bit generic, like a fan update made in Unreal Engine. Now, plenty of real, professional games are made in Unreal. But I'll concede that it lacks the somewhat cel-shaded look of Breath of the Wild/Tear of the Kingdom, and you could argue that there's less of sense of deliberate choice of style here.

I'm not sure this is a problem, though. I think the intent seems to be to make Ocarina of Time look like what we thought it did when we were almost 30 years younger. I cannot stress to you how blown away I was by one of the game's original TV ads, which looked more impressive than anything I'd ever seen in a video game. I'm certain that watching that same ad today it would look like nothing special.

But to me, here is, I think, the bigger concern:

I love Ocarina of Time. But it is a game I have played already. I love the Zelda series. I'd love to see Nintendo move on from the formula it used in Breath of the Wild and Tears of the Kingdom to develop something new, perhaps finding some happy medium between the open world freedom of the recent titles and a more structured adventure like the older games.

But remakes, as fun as they might be, inherently aren't going to be innovative (ok, I guess technically that's not true, but only if they're willing to make substantial changes, like Resident Evil 2's excellent remake).

I'm going to get a Switch 2 eventually - I've had every Nintendo home console since the Super Nintendo. And legitimately, this made me feel like I ought to get it sooner rather than later (I'm also pessimistic that the price will go down given how memory is getting eaten up by the LLM AI industry, and also our country's economy is being driven off a cliff by some of the most hateful and idiotic people in the world).

But a remake is a fine trip down memory lane if it's not the Zelda game we're getting for the next 5 years.

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.