D&D 5E Oathbreaker Pally, Death Cleric, and Necro wizard in the same party......?


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How do they feel about what they each can do and how strong is any one of them compared to the others? If they all focus on different things (even being death-related) and they play their characters differently, then they'll be fine. But if two or more focus on the same schtick (say summoning undead minions) and one PC had better stats, then obviously the other player will feel behind the curve (unless the way the player roleplays the attitude and beliefs of the PC makes it such that being the lesser of two exact schticks doesn't matter to them.)
 

The synergy comes from the Necromancer's Undead Thralls feature + Oathbreaker's Aura of Hate. You wind up having an army of skeletons/zombies with a lot more HPs than your average Animate Dead army along with A LOT more damage, especially if they're in the Oathbreaker's Aura of Hate. The Oathbreaker can also cast Crusader's Mantle on top of all that for even more yummy damage from the undead army.

The Death Cleric doesn't necessarily have any real synergy with the Necromancer and Oathbreaker, but being that Death is one of the stronger Cleric domains as it is, it certainly doesn't hurt to have it around.
 

For some real synergy, get a Cthulock with Inspiring Leader (or anybody with Tongues, really--you just need to be able to verbally communicate with the skeletons) to nearly-double all the skeletons' HP.

But really, this is all overkill anyway. Even a single Necromancer's worth of skeletons will nuke any normal-sized adventure into oblivion.

And even more, this is a short-term optimization which only really makes sense below 13th level. Eventually you reach high enough levels that platoons of Necromancer-charged super-wights under long-term Geas and Mass Suggestion start becoming an option, and likewise Planar Bound elementals, and eventually Planar Bound Efreeti, Nycaloths, and Goristro... at that point, a few dozen skeletons that need to be constantly babysat (have Animate Dead re-cast on them every single day at just the right time) start looking like more trouble than they're worth.

Try it once and enjoy yourself... but I predict that you won't try enjoy it for more than one or two PCs in a row.
 

The characters will start at level 7 and be relatively even as far as stats go. They are going to be devout followers of Orcus so they're going to get along just great. I'm not sure if there will be any more players or if it will be just the three of them. I kinda of assume all three of them would be animating dead at least some of the time. Is that a bad thing? I was also hoping to use more than just Zombies and Skeletons too.
 

I would recommend that you convince each of them to animate different kinds of undead (or at least the cleric and paladin not animate the same kind as the necromancer) or make some serious effort to keep them separate, so as to avoid "the gold dragon just squashed 3 skeletons, whose were they again?" That is an argument that is best to skip.
 

You can also handle it Overlord style. Have each character pick a color for their undead.

"Alright, that dragon just smashed two reds and a blue."
 


There's actually not a lot of overlap between the three. Necromancer raises an undead army of doom, whereas the Death Cleric tends to focus on being more of a necrotic blaster / stabber and the Oathbreaker is good at doing fear effects. Sure, all three have animate dead, but really? Only the necromancer is good at it. The other two have other areas of specialty. Heck, the pally can't even have undead without someone else's help for two more levels. Meanwhile, there's a lot of synergy, especially when the Death Cleric starts summoning fiends to the table as well.

Honestly, the biggest problem I see here is that there's no scout class here. Rogue, ranger, some bards, shadow monk, even a tweaked warlock or dex-fighter have abilities that would work well. As it is? Not a lot of ability in that area, which leaves you facing some potentially difficult checks. Your best option is to try and have the Death Cleric slip into that role. Use some guidance, maybe some other magic to work a bit of an advantage. You're going to want to be Dex Wis anyways with the Death Cleric, and the lack of armor implies either ranged unit, or going for more of an assassin-y vibe. Possibly both, considering the paladin and undead will be your front lines.
 
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3 PCs plus undead minions, the combats should balance out because the minions become PC#4.

Generate a lot of skeletons (or something cheap / disposable) and send them in single-file as 'booby trap detectors'. It's not at all subtle - and will freak out the NPCs (which may be what the party wants to do) on the receiving end - but it should work: the PCs enter the dungeon and only get hurt by their true target, not his defenses.
The skeletons don't have to be human, do they? I could send an undead wolf ahead to locate all the traps?

I can also see generating a top-end undead to use as a bodyguard. They'd have to think that one through to get a really optimized choice (such as a bear wight?).
 

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