While others use magic to try and do paltry things like conjure fire or fly, the Necromancer may be a master over death itself. They study the deep and forbidden secrets that raise the dead, controlling minions toward a spread of goals. Perhaps they seek the facility that mastery over death provides. Perhaps they’re serious and unashamed scholars, who reject the small-minded boundaries held to by others. Each enemy they fell becomes an eager and disposable ally, they become resistant to the energies of death and decay, and ultimately harness the immortality and power of undeath for themselves.
A necromancer may be a caster that’s ready to expel negative energies flowing through their veins. Necromancers are almost like sorcerers but are better with necromancy and, to some extent, enchantment spells. They use their abilities to realize absolute control over their enemies’ bodies, minds, and souls. Often the best way to do that is by raising/summoning undead from their fallen enemies; a skill at which they’re unparalleled. Necromancers also are effective with diseases, poisons, and affecting opponents with fear, fatigue, exhaustion, pain, life drain, or maybe gaining mindless supporters through the utilization of enchantment magic to charm and dominate.
A necromancer’s strengths are in bolstering undead, summoning, or raising undead minions (which they will control up to a variety of an outsized mob) and having the ability to cast a huge repertoire of varied necromancy spells. they’re strong spell casters but aren’t durable in physical combat. A necromancer should primarily be used for control, ready to curse the enemy while animating different undead to occupy the enemy while their teammates still sustain a mass of dead bodies for you.
At the 2nd level, you select an occult that focuses on your dealings with death: Keeper, Reaper, Undertaker, and sorcerer each of which is detailed at the top of the category description. Your occult grants you features once you choose it at 2nd level and extra features at 6th, 10th, and 14th level.
As a Necromancer, you gain the subsequent class features.
- Hit Dice: 1d6 per Necromancer level
- Hit Points at 1st Level: 6 + Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Necromancer level after 1st
- Armor: Light armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Arcana, Deception, History, Intimidation, Medicine, Perception, and Religion
Utilizing This Build
- Choose spells like Animate Dead/Raise Dead and lift just a couple (maybe 1 or 2) to help in your studies
- Pick up a skill like herbalism to help in your quest to regulate life and death
- This Necromancer may seek control over other creatures
- You may wish to hunt control over other humanoids if you’ve got a god complex. Choose spells consistent with your motivations!
In Conclusion, being a Necromancer is often a fun experience. For you at least. Maybe others, but most significantly you. We’ve discussed strategies for helping your friends stick around longer, how they will lend a hand in combat, and tips and tricks for spell usage to form the most of your awesome powers.
Whether you go the normal route of Wizard Necromancer or discover a category that fulfills your Necromantic purposes, the dead beings who influence your Dungeons and Dragons campaign offer rich role-play opportunities and new and delightful combat experiences.