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Ryunosuke
2018-04-22, 09:18 PM
So as a huge fan of Necromancy and pet classes in general for any kind of games, I've been trying to find good ways for a Necromancer to just outfit and make a single really good undead body guard/general instead of just spamming hordes of Skeletons and Zombies that stop being useful after tier 2 and nobody likes having you run around with anyways (especially if you are trying the neutral or 'good' necromancer route). So I decided to create a special and unique spell that only makes a single undead warrior, and it must be recast daily but each new spell level invested grants new powers unto the warrior to account for the fact that you are only using them instead of 2-4x as many of any other undead so that your one minion can stay useful and helpful even in later levels besides just 'scout ahead, trigger that trap, etc'.

Feel free to critique the placement of effects or balance concerns you may have.

Changelog:
4/23 - Edited wording for reasserting control, needing to be of the same level slot as used to create to avoid abuse.

4/23 - Added in a series of spoilers to display the stats and attributes of both forms of Dread Knight by the spell level used to create them. Equipment supplied by the Necromancer is not accounted for, neither is the Undead Thralls ability. Also edited the proficient saving throws of the Skeleton from Str/Dex, to Dex/Con.

Dread Knight
2nd-level necromancy

Casting Time: 5 Minutes
Range: 5 Feet
Components: V, S, M
Duration: Instantaneous

This spell creates a personal undead thrall to fight for you. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your magic imbues the body with concentrated necromantic energy, creating an undead warrior to fight for you. The target becomes a skeleton if you choose bones, or a zombie if you choose a corpse (Same stats as per the Monster Manual). Your Dread Knight is however given proficiency in any equipment you choose to give it, making it possible to outfit with proper equipment at your discretion.

On each of your turns, you can use a Bonus Action to mentally Command your Dread Knight if they are within 100 feet of you. You decide what action the Knight will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the Knight only defends itself against hostile creatures. Once given an order, they will continue to follow it until its task is complete.

The Knight is under your control for 24 hours, after which it stops obeying any Command you've given it. To maintain the control of the Knight for another 24 hours, you must cast this spell on them again before the current 24-hour period ends. This use of the spell reasserts your control over one only one creature you have animated with this spell, rather than animating a new one. Due to the nature of this spell using spell slots higher than 2nd-level, You may only reassert control over any given Dread Knight by expending the same spell slot level as was used to animate them.

At Higher Levels: When you cast this spell using a 3rd-level spell slot or higher, your Dread Knight will gain the Extra Attack Feature, letting them attack twice whenever they take the Attack action on their turn.

When you cast this spell using a 4-th level spell slot or higher, your Dread Knight becomes stronger as you infuse it with more energy. If they are a skeleton, you may have them use the physical ability scores of a Minotaur Skeleton (swapping the Strength and Dexterity stats) instead of a regular one and if they are a zombie, you may have them use the physical ability scores of an Ogre Zombie instead. All of their mental stats (Intelligence, Wisdom, and Charisma) become 10 however. This grants them with some basic level of intelligence, gaining the ability to understand and speak any languages that you do.

When you cast this spell using a 5-th level spell slot or higher, your Dread Knight will have their Proficiency Bonus become equal to your own and if they are a Skeleton, gain Proficiency in Dexterity and Constitution saves while a Zombie will gain Proficiency in Strength and Constitution saves. You can also issue mental commands and communicate with them telepathically at a range of up to 1 mile away now instead.

When you cast this spell using a 6-th level spell slot or higher, your Dread Knight's attacks will always be treated as magic weapons for the purpose of damage resistances, and they may use the Hit Points/Hit Die of their upgraded forms now (from the Minotaur Skeleton or Ogre Zombie) as well as ability scores.

When you cast this spell using a 7-th level spell slot or higher, your Dread Knight gains immunity to necrotic damage and resistance to radiant damage. They will also become immune to exhaustion, paralysis, charming, fear, and even being turned.

When you cast this spell using a 8-th level spell slot or higher, your Dread Knight is now allowed to take 3 attacks whenever they take the Attack action instead of just 2. You can also issue mental commands and communicate with them telepathically so long as you are both on the same plane of existence.

When you cast this spell using a 9-th level spell slot or higher, your Dread Knight becomes much stronger now. They become resistant to bludgeoning, piercing, and slashing damage. They also inspire any other undead within 60 feet of your choice, granting advantage to all attack rolls and saving throws made.

I will admit that I've not had a chance to play anything past tier 2 for 5e myself so my set of effects after that may be too much, or too little and I am not sure on that. I was also considering the option to let you deliberately burn extra spell slots when casting this to grant additional features to your Dread Knight such as feats or other special abilities to make them even stronger at a greater cost to your own magic supply for the day.




Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 13 (2d8+4)
Speed: 30 ft.
Abilities: Str 10 (+0), Dex 14 (+2), Con 15 (+2), Int 6 (-2), Wis 8 (-1), Cha 5 (-2)
Saving Throws: Str +0, Dex +2, Con +2, Int -2, Wis -1, Cha -2
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 9
Languages: Understands All Languages It Spoke In Life But Can't Speak
Attack 1: Shortsword +4 to hit, 1d6+2 piercing damage
Attack 2: Shortbow +4 to hit, 1d6+2 piercing damage


Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 13 (2d8+4)
Speed: 30 ft.
Abilities: Str 10 (+0), Dex 14 (+2), Con 15 (+2), Int 6 (-2), Wis 8 (-1), Cha 5 (-2)
Saving Throws: Str +0, Dex +2, Con +2, Int -2, Wis -1, Cha -2
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 9
Languages: Understands All Languages It Spoke In Life But Can't Speak
Attack 1: Shortsword +4 to hit, 1d6+2 piercing damage; 2 attacks
Attack 2: Shortbow +4 to hit, 1d6+2 piercing damage; 2 attacks


Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 13 (2d8+4)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +4, Con +2, Int +0, Wis +0, Cha +0
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +6 to hit, 1d6+4 piercing damage; 2 attacks
Attack 2: Shortbow +6 to hit, 1d6+4 piercing damage; 2 attacks


Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 13 (2d8+4)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +8, Con +6, Int +0, Wis +0, Cha +0
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +8 to hit, 1d6+4 piercing damage; 2 attacks
Attack 2: Shortbow +8 to hit, 1d6+4 piercing damage; 2 attacks


Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 67 (9d10+18)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +8, Con +6, Int +0, Wis +0, Cha +0
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +8 to hit, 1d6+4 magic piercing damage; 2 attacks
Attack 2: Shortbow +8 to hit, 1d6+4 magic piercing damage; 2 attacks


Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 67 (9d10+18)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +9, Con +7, Int +0, Wis +0, Cha +0
Vulnerabilities: Bludgeoning
Damage Resistances: Radiant
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +9 to hit, 1d6+4 magic piercing damage; 2 attacks
Attack 2: Shortbow +9 to hit, 1d6+4 magic piercing damage; 2 attacks


Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 67 (9d10+18)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +9, Con +9, Int +0, Wis +0, Cha +0
Vulnerabilities: Bludgeoning
Damage Resistances: Radiant
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +9 to hit, 1d6+4 magic piercing damage; 3 attacks
Attack 2: Shortbow +9 to hit, 1d6+4 magic piercing damage; 3 attacks


Dread Knight
Medium Undead, Lawful Evil
Armor Class: 13 (Armor Scraps)
Hit Points: 67 (9d10+18)
Speed: 30 ft.
Abilities: Str 11 (+0), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +0, Dex +10, Con +8, Int +0, Wis +0, Cha +0
Damage Resistances: Bludgeoning, Piercing, Radiant, Slashing
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 9
Languages: Understands and speaks all languages known by the creator
Attack 1: Shortsword +10 to hit, 1d6+4 magic piercing damage; 3 attacks
Attack 2: Shortbow +10 to hit, 1d6+4 magic piercing damage; 3 attacks

Inspire Undead: Any undead within 60 ft. of the Dread Knight of the Necromancer's choice gain advantage on all attack rolls and saving throws made.





Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 22 (3d8+9)
Speed: 20 ft.
Abilities: Str 13 (+1), Dex 6 (-2), Con 16 (+3), Int 3 (-4), Wis 6 (-2), Cha 5 (-2)
Saving Throws: Str +1, Dex -2, Con +3, Int -4, Wis -2, Cha -2
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 8
Languages: Understands All Languages It Spoke In Life But Can't Speak
Attack 1: Slam +3 to hit, 1d6+2 bludgeoning damage

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 22 (3d8+9)
Speed: 20 ft.
Abilities: Str 13 (+1), Dex 6 (-2), Con 16 (+3), Int 3 (-4), Wis 6 (-2), Cha 5 (-2)
Saving Throws: Str +1, Dex -2, Con +3, Int -4, Wis -2, Cha -2
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 8
Languages: Understands All Languages It Spoke In Life But Can't Speak
Attack 1: Slam +3 to hit, 1d6+2 bludgeoning damage; 2 attacks

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 25 (3d8+12)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +4, Dex -2, Con +4, Int +0, Wis +0, Cha +0
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +6 to hit, 1d6+4 bludgeoning damage; 2 attacks

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 25 (3d8+12)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +8, Dex -2, Con +8, Int +0, Wis +0, Cha +0
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +8 to hit, 1d6+4 bludgeoning damage; 2 attacks

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 85 (9d10+36)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +8, Dex -2, Con +8, Int +0, Wis +0, Cha +0
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +8 to hit, 1d6+4 magic bludgeoning damage; 2 attacks

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 85 (9d10+36)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +9, Dex -2, Con +9, Int +0, Wis +0, Cha +0
Damage Resistances: Radiant
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +9 to hit, 1d6+4 magic bludgeoning damage; 2 attacks

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 85 (9d10+36)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +9, Dex -2, Con +9, Int +0, Wis +0, Cha +0
Damage Resistances: Radiant
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +9 to hit, 1d6+4 magic bludgeoning damage; 3 attacks

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


Dread Knight
Medium Undead, Lawful Evil
Armor Class: 8
Hit Points: 85 (9d10+36)
Speed: 20 ft.
Abilities: Str 19 (+1), Dex 6 (-2), Con 18 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)
Saving Throws: Str +10, Dex -2, Con +10, Int +0, Wis +0, Cha +0
Damage Resistances: Bludgeoning, Piercing, Radiant, Slashing
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Turned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: Understands and speaks all languages known by the creator
Attack 1: Slam +10 to hit, 1d6+4 magic bludgeoning damage; 3 attacks

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Inspire Undead: Any undead within 60 ft. of the Dread Knight of the Necromancer's choice gain advantage on all attack rolls and saving throws made.

Lord8Ball
2018-04-22, 11:01 PM
It looks good except there is one concern I have in the spell. As written it allows you to use the spell to reassert control over a death knight but the problem is that it doesn't have a limit on what level the death knight is. To state it more clearly, as it is you can use a second level spell to control a death knight created by let's say a ninth level spell. This is like casting animate dead at a ninth level and the next day using the base level spell to take control of the value of a ninth. My recommendation is to change the wording to be along the lines of "To maintain the control of the Knight for another 24 hours, you must cast this spell on them again (at the level they were created) before the current 24-hour period ends."

Ryunosuke
2018-04-22, 11:17 PM
It looks good except there is one concern I have in the spell. As written it allows you to use the spell to reassert control over a death knight but the problem is that it doesn't have a limit on what level the death knight is. To state it more clearly, as it is you can use a second level spell to control a death knight created by let's say a ninth level spell. This is like casting animate dead at a ninth level and the next day using the base level spell to take control of the value of a ninth. My recommendation is to change the wording to be along the lines of "To maintain the control of the Knight for another 24 hours, you must cast this spell on them again (at the level they were created) before the current 24-hour period ends."

I've made an edit to the wording about reasserting control to account for this, thank you for pointing that out since constantly having a high level spell slot (especially since Wizards only have 1 8th and 9th level slot per day) was what is meant to justify all of the power boosts.

Did anything seem to stand out as too much at a given level or gained too late/too early or anything else in terms of balance concerns? I'd like to be able to have this spell be usable for any sort of non Adventures League games (or ones being run 'unofficially' so to speak) without being too strong or weak while letting Necromancers actually feel like a Necromancer in tier 1 and still have an undead warrior that doesn't suck into the late game.

Mith
2018-04-22, 11:19 PM
Do Undead naturally have most of the immunities listed in the 7th level spell slot?

kardar233
2018-04-22, 11:23 PM
I think it would be better to have the Death Knight regress down to the level of spell you used to keep control, so if you wanted it to slug really hard one day and used your top level spell slot on it you wouldn’t have to keep burning that one if you didn’t want to.

One issue that I see is that there’s no boost to its hit points or hit die until the 6th level casting, which is 11th level. As written, cast from a 5th level slot it would still have its starting 13 hit points, which would make it a total pushover. I would say to have it gain one hit die per spell level above 2nd.

Ryunosuke
2018-04-22, 11:24 PM
Do Undead naturally have most of the immunities listed in the 7th level spell slot?

Many medium to high level undead do yes, however Skeletons and Zombies do not have any of these under normal conditions except for skeletons being immune to exhaustion from the get go. Many are only resistant to necrotic damage and none come to mind with resistance to radiant damage either.

Ryunosuke
2018-04-22, 11:26 PM
I think it would be better to have the Death Knight regress down to the level of spell you used to keep control, so if you wanted it to slug really hard one day and used your top level spell slot on it you wouldn’t have to keep burning that one if you didn’t want to.

One issue that I see is that there’s no boost to its hit points or hit die until the 6th level casting, which is 11th level. As written, cast from a 5th level slot it would still have its starting 13 hit points, which would make it a total pushover. I would say to have it gain one hit die per spell level above 2nd.

Well, I wanted to hold of on making them particularly tough too early since they are still technically an expendable minion for only 1 spell slot daily. Also the Zombie (the one you'd more likely make a melee fighter than an archer like skeletons) comes with 22 base hit points and undead Fortitude to stay alive. This spell is also generally expected to be used by Necromancer Wizards so at level 6, they're getting the Wizards proficiency added to damage, and their level added to Hit Points as well.

Pex
2018-04-22, 11:39 PM
Need to recast before 24 hours are up at 5 minutes casting time. If you cast the spell at 8 am you need to recast at 7:55 am The next day it's 7:50 am, then 7:45 am, and so on. Eventually it would be midnight, 11:30 pm, 8 pm. It's the same problem with normal Animate Dead. It eventually interrupts your adventuring day because you can't risk being involved with something and not be able to take the 5 minutes to cast. You need to clarify don't lose control if you start casting at the same time you started the previous casting 24 hours later or that the 24 hour time limit starts after you finished casting, so that even though you started casting at 8 am control started at 8:05 am. This allows you to maintain 8 am as your casting appointment. Even if this and Animate Dead were supposed to have worked this way already the wording is unclear about it, or is it just me?

Lord8Ball
2018-04-22, 11:45 PM
One issue that I see is that there’s no boost to its hit points or hit die until the 6th level casting, which is 11th level. As written, cast from a 5th level slot it would still have its starting 13 hit points, which would make it a total pushover. I would say to have it gain one hit die per spell level above 2nd.
I don't think that it is as big an issue if you're playing a necromancer subclass because of the ability.

Undead Thralls
Whenever you create an undead using a necromancy spell, it has additional benefits:
The creature’s hit point maximum is increased by an amount equal to your wizard level.
The creature adds your proficiency bonus to its weapon damage rolls.

As a necromancer or any summoner, in general, there is always the issue with commanding large groups. It just takes too long to position your mooks in a strategically advantageous way. Most of the time you tell one group to do something and the other end up wasting its action doing nothing which is a big waste in my opinion. So I propose allowing your knight when it gains intelligence at a fourth level casting have the ability to lead or direct some undead summoned by the caster with the animate dead spell. It should be capable of some strategy with that level of intellect or at least be able to work together and hash out a plan by the summoner in an easier and effective manner. Maybe as the spell levels increase its intelligence and charisma could be boosted allowing it to take control of more mooks or be able to better command them. This makes it feel less like the death knight is a slightly stronger mook but actually a valuable strategic asset.

Ryunosuke
2018-04-23, 08:56 AM
Need to recast before 24 hours are up at 5 minutes casting time. If you cast the spell at 8 am you need to recast at 7:55 am The next day it's 7:50 am, then 7:45 am, and so on. Eventually it would be midnight, 11:30 pm, 8 pm. It's the same problem with normal Animate Dead. It eventually interrupts your adventuring day because you can't risk being involved with something and not be able to take the 5 minutes to cast. You need to clarify don't lose control if you start casting at the same time you started the previous casting 24 hours later or that the 24 hour time limit starts after you finished casting, so that even though you started casting at 8 am control started at 8:05 am. This allows you to maintain 8 am as your casting appointment. Even if this and Animate Dead were supposed to have worked this way already the wording is unclear about it, or is it just me?

This is something I would definitely consider a very nitpicking non-issue. Almost never is an exact time of day or night specified in most adventures or cared so much about to that degree by the players or the DM. In most cases as long as you expend the spell slot for the day on your undead, the DM is content to know you don’t have that slot available otherwise.

Ryunosuke
2018-04-23, 04:51 PM
I don't think that it is as big an issue if you're playing a necromancer subclass because of the ability.

As a necromancer or any summoner, in general, there is always the issue with commanding large groups. It just takes too long to position your mooks in a strategically advantageous way. Most of the time you tell one group to do something and the other end up wasting its action doing nothing which is a big waste in my opinion. So I propose allowing your knight when it gains intelligence at a fourth level casting have the ability to lead or direct some undead summoned by the caster with the animate dead spell. It should be capable of some strategy with that level of intellect or at least be able to work together and hash out a plan by the summoner in an easier and effective manner. Maybe as the spell levels increase its intelligence and charisma could be boosted allowing it to take control of more mooks or be able to better command them. This makes it feel less like the death knight is a slightly stronger mook but actually a valuable strategic asset.

All undead controlled by one instance of Animate Dead are all commanded by the same Bonus Action and you could technically just order any other groups to 'obey this guy' for simplicity really if you want the Dread Knight or other individuals ordering your undead for you at any point.


Note: I edited the saving throw proficiency of the skeleton minion to be what I had intended (Dexterity and Constitution) as well as created a Spoiler series that displays the base statistics of a Dread Knight at every Spell Level, without accounting for outside equipment provided, or the Undead Thralls class feature.