Talk:Death Knight (5e Optimized Character Build)

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You should point out the drawbacks of the build.

For example, the fact that you start out as a Fighter that relies on Strength 13, which is bad enough that it puts the whole party at risk. Marasmusine (talk) 09:02, 26 February 2019 (MST)

I only listed the minimum stats required to fulfill the requirements of the various aspects of the build in that list. Beneath it I list a full attribute array with a strength of 14 and an intelligence of 14. That should be sufficient to pull through until level 5 where one adds the cleric and thus can twin-cast necromancy cantrips and also stops relying on ones weapon almost completely. Raszul (talk) 11:17, 26 Feburary 2019 (MST)
It is still a drawback, especially because you aren't twin casting anything. You get one turn to take two actions. You must rest in order to use action surge again. ~ BigShotFancyMan (talk) 07:37, 27 February 2019 (MST)
I've done some looking up of things and now understand what occurs. ~ BigShotFancyMan (talk) 08:09, 27 February 2019 (MST)

" Please keep in mind that a creature at 0 HP is not dead." - monsters do not use the same rules for 0 hit points as players. They do not make death saving throws. If a player drops one to 0 hit points they can immediately choose to kill it or knock it unconscious. Marasmusine (talk) 09:05, 26 February 2019 (MST)

I was not aware of that. Thank you for pointing it out. I'll edit the build description accordingly to "NPCs" instead of "creatures". Raszul (talk) 11:17, 26 Feburary 2019 (MST)
A NPC is still a creature, and follows the rules Mara said above. ~ BigShotFancyMan (talk) 07:33, 27 February 2019 (MST)
May I ask where you found that rule that says that non-player creatures don't make death saving throws? I can't seem to find it anywhere ... --Raszul (talk) 19:06, 14 June 2019 (MDT)
Page 7, Monster Manual. ~ BigShotFancyMan 18:45, 17 June 2019 (MDT)

I'm struggling to see what the optimization is. One purported feature is the necromancer regaining hit points from already-defeated enemies: firstly, who's defeating the enemies? It's unlikely to be you, due to your low prime ability scores. Secondly, if you've got a pile of bodies around you it means the battle is already coming towards the end. Thirdly, it means wasting spell slots and actions on already-defeated enemies instead of the actual threat. Marasmusine (talk) 09:14, 26 February 2019 (MST)

With this build you'll be throwing around twin toll the dead (aka hitting two adjacent targets pre cast whenever possible). That alone means you'll have a damage out put that is probably going to be peak in your party. In addition you have Action Surge and can thus cast two full spells in a single turn if need be - e.g. two Fireballs. That also increases your damage output significantly. Both together, especially with a party that allows you to get 'last hits' on enemies, should let you finish off a lot of enemies for both temp HP and self-healing.
Finishing off KOed enemies is only meant as a means to quickly and easily regain a lot of health. It is basically the self-healing option of this build - not the way it deals with active threats. Raszul (talk) 11:17, 26 Feburary 2019 (MST)

Kind of amusing how this is a Death Knight yet none of this build requires you dipping into paladin, which is what a Death Knight is. --MetalShadowOverlord (talk) 23:39, 7 March 2019 (MST)

It is a Knight (Eldritch Knight) that has undead minions and messes with death (necrotic damage, necromancy) quite a bit. I think 'Death Knight' fits quite nicely - and if you insist on a connection to a divine, well, it does have a level of cleric for that ... --Raszul (talk) 12:18, 12 March 2019 (MDT)
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