168澳洲幸运5开奖网:Dungeons & Dragons gives you a significant degree of freedom when creating your characters, supporting various gameplay styles and character archetypes through class, subclass, and race options. Regarding spellcaster𒈔s, one option associated with traditionally villainous charꦺacters is necromancers, those who wield magic that can raise the dead.

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While Necromancy is traditionally viewed as wicked, D&D allows you to build fleshed-out necromancers that special♉ize in commanding the undead. So whether you're a DM looking to create a heinous necromancer antagonist or a player looking to create an adventurer who makes the most out of undead in combat, here's everything you need to know about playing a necromancer in D&D.

Updated October 26, 2024, by Sean Murray: Dungeons & Dragons continues to evolve with D&D 2024, the latest rules refresh that changes many aspects of how to play the venerable tabletop game. We've refreshed this guide to reflect the new player origin rules so you can make your Necromancer in Dungeons & Dragons 2024.

How To Raise The Undead

Dr. Viktra Mordenheim crafts a body for her undead experimentation
Dr. Viktra Mordenheim crafts a body for her undead experimentation via Wizards of the Coast

When building a necromancer in D&D, the meat and potatoes of your strategy is the ability to raise the dead as zombies and skeletons to do your bidding. When creating undead servants in D&D's fifth edition, the most direct means of doing this is through the Animate Dead spell.

Animate Dead is a third-level spell of the School of Necromancy and is the backbone of any necromancer's arsenal.

With a casting time of one minute, Animate Dead targets the corpse or bones of one medium or small-sized humanoid, raising it as a zombie or skeleton, respectively. As a bonus action, the spell's caster can telepathically issue any undea🔯d raised with the spell to carry out specific orders.

When utilizing Animate Dead, there are various important factors that it's important to be aware of. Firstly, this spell lasts for twenty-four hours, meaning🦋 that you can have an undead creature at your disposal for⛎ a significant amount of time.

Secondly, if you cast this spell to target a zombie or skeleton you already control before the spell ends, you reassert control over it and extend its duration for an additional twenty-four hours. This means that as long as you remember to reassert control over your undead minions, you can keep your favorit🌳e undead servants around indefinitely.

Growing Your Undead Horde

Image of Clattering Skeletons card art by Aleksi Briclot
Clattering Skeletons art by Aleksi Briclot

Among the most integral elements of Animate Dead to be aware of is the fact that this spell doesn't require concentration. This means that it can be reliably cast several times per day while remaining active, allowing you to control several undead minions at once.

Moreover, when casting Animate Dead using a spell slot above third level, you can animate the remains of not one but two additional creatures.

This means that through the use of several higher-level spell slots, a single necromancer can control a sizable swarm of undead with ease.

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Which Classes Can Be Necromancers

Image of Danse Macabre card art by Randy Vargas
Danse Macabre art by Randy Vargas

Due to the importance of the Animate Dead spell when building a necromancer, those looking to play such characters are confined to classes and subclasses capable of learning this spell. The following classes and subclasses are capable of learning the Animate Dead spell:

Class

Subclass

Book

Wizard

All subclasses (Automatically gained by School of Necr💃omancy at sixth level)

Player's Handbook

Cleric

♛All subclasses (Automatically gained by Death Domain at fifth level)

Player's Handbook

Druid

Circle of Spores at fifth level

Tasha's Cauldron of Everything

Paladin

Oathbreaker at ninth level

Dungeon Master's Guide

The class (and subclass) capable of making the most out of this spell is the School of Necromancy wizard. While the ability to learn the spell is a nᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚice feature for clerics, druids🐈, and paladins, School of Necromancy wizards significantly improve the benefits of controlling undead.

As of sixth level, whenever a School of Necromancy wizard casts Animate Dead, they can target an additional corpse, increasing the number of zombies they can command at once. In addition to improving the number of your zombies or skeletons, this subclass also improves their quality.

All undead raised by School of Necromancy wizards gain additional max HP equal to the wizard's level and add that wizard's proficiency bonus to each of their weapon damage rolls, simultaneously bolst🎐ering their offense and survivability.

Making The Most Out Of Your Undead

Rudolph Van Richten and an undead spirit preparing for an expedition in D&D art.
Rudolph Van Richten and an Undead Spirit via Wizards of the Coast

As creatures with the ability to take actions in and out of combat, undead minions summoned through Animate Dead can offer a substantial degree of value, especially when summoned in large numbers. One of the most notable features of the Animate Dead spell is the fact that it allows you to use your bonus action to telepathically command any number of undead that you control.

This means that if several undead are under your command, you can effectively make several attacks and lock down a target as a bonus action.

Through the command over several creatures, you can also interact with your surroundings, move items to your allies, restrain foes through grappling, or even offer several Help actions to your comrades.

Furthermore, undead under your control will even carry out indefinite commands, such as tꦺo protect a given 🎶location, making the spell and the potential application of the undead incredibly flexible.

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Necromancy Out Of Combat

A tiefling stands in a room filled with curious, sinister shadows shifting in the background.
Sinister Forces by Paul Scott Canavan

One element of necromancers that may make or break the archetype for some players is the act of roleplaying this type of magic user. Due to the taboo that comes along with animating the dead to serve as one's tools, many NPCs may not be particularly kind to your undead legion.

While necromancers can be incredibly powerful from a mechanical standpoint, in the context of a roleplaying game like D&D, few types of magic are as morally questionable as necromancy.

Playing a necromancer opens up several cans of worms regarding how the character may travel and how they obtain new undead to control. Does your necromancer publicly travel with their horde of the undead, and are you prepared to face the consequences of doing so? Do you hide your zombies, and i🀅f so, how? Do you only animate the bodies of those you defeat in your adventures? Are any types of bodies off-limits for reanimation?

Examining and answering these types of questions not only helps flesh out your character from a practical point of view, but it also helps you to establish your necromancer and their rationale, especially if they aren't evil.

The Best Spells For A Necromancer

Dungeons & Dragons lich summoning undead, Dungeon Master's Guide Key Art by Tyler Jacobson.
Archlich Acererak by Tyler Jacobson

When it comes to playing an archetypal necromancer leading a horde of the undead, Animate Dead is easily the most integral spell to learn, even♍ being gained automatically by Necromancy School Wizards automatically. However, one spell doesn't make up an archetype on its own.

As wizards of the School of Necromancy can learn additional Necromancy spells for halved time and gold, it's worth considering learning the best spells available in the school. Below are great spell options perfect for your next necromancer.

In addition to these spells, it's worth picking up other Wizard classics, such as Fireball and Counterspell in order to support your companions as your party's premier arcane caster.

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How To Build Your Necromancer

A reborn emerges from an apparatus
A reborn emerges from an apparatus via Wizards of the Coast

Luckily, when building a necromancer, things are somewhat cut and dry. Outside a few decisions, there is a lot of room for choice in things like your character's♔ feats and races that can ma📖ke your necromancer feel like your own.

Ability Scores

First and foremost, as a Wizard, the most integral ability score for your character is your Intelligence, as it is used for a significant number of your spells. Additionally, prioritizing your Constitution is never a bad idea (especia෴lly as a Wizard with a d6 hit die) as it provides you with much-needed HP.

Furthermore, as a Wizard, if you care about raising your armor class, the quickest way to do so is simply by increasing your Dexterity. As for your remaining three ability scores, it's entirely up to you which you feel are the most important to the character you're cr♍eating.

Here's the recommended starting ability score.

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

Standard Array

8

13

14

15

12

10

Points Buy

8

14

14

15

12

8

Background

Image of The Book of Vile Darkness card art by Daniel Ljunggren
The Book of Vile Darkness art by Daniel Ljunggren

By far, the best background to pick for your Necromancer's origin is the sage. You get to increase both your Intelligence and Constitution, you gain proficiency in both Arcana and𝓀 History (two Intelligence-based skills), and you get the Magic Initiate origin feat.

As a spellcaster, the more spells you have access to, the better. Magic Initiate provides two cantrips and a level one spell that can be ca๊st once per short rest.

A good spell to🍃 choose with Magic Initiate is Mage Armor, whic🌟h lasts eight hours.

Scribe, Merchant, and Criminal are also decent backgrounds for a Necromancer as they all provide the option of boosting Intelligence, but none come with the Magic Initiate🦄 origin feat.

Species

Any species can꧃ raise the dead, but some are just a little better at ♎it than others. Here's a breakdown on each species with how well-suited they are to being a Necromancer.

Species

Reason

Human

Having two origin feats means being to take both Magic Initiate from sage and either the Lucky or Tough feats, both of𓄧 which can be a huge boost to you💜r character.

Elf

High elf gains access to another wizard cantrip, Detect Magic, and M🦄🦋isty Step, all of which are great spells to have in your spellbook.

Dwarf

Dwarven Resilience and Toug𝐆hness can really help bulk up a traditionally frail class.

Gnome

Advantage on all the non-physical saving throws is a huge bonus to any𒐪 mage character.

Tiefling

Infernal tiefling can get several great spells, including Fireboltꦗ, Darkness, and Hellish Rebuke. Plus, the horns really sell the whole demonic necromance🌳r look.

Goliath

Cloud giant and stone giant are two goliath ancestries that are great for spellcaster characters, although bein🌳g so large will make it hard to hide in a crowd.

Dragonborn

Resistance to an eꩵlemental damage is nice, and so is bein🍸g able to fly, but the breath weapon isn't a huge deal.

Halfling

The sneakiest sp🍷ecies doesn't have a lot to offer a Necromancer,ꦡ other than Halfling Luck of course.

Aasimar

You could cosplay as the angel of death,ꦿ but there isn't much that an Aasimar bri🍨ngs to the Necromancer party.

Orc

Restless Endurance can help with y𒁃our fragility as a wizard, but most Orcish tr♚aits are more helpful to melee-based characters.

Feats

Image of Summon Undead card art by Dallas Williams
Summon Undead art by Dallas Williams

You should generally plan to have your Intelligence score reach 20 as quickly as possible. This usually means taking the Ability Score Increase feat until you're either 19 or 20, and then looking at other feats.

There are several feats that are well-suited to the Necromancer. First among them is Inspiring Leader. This feat gives temporary hit points to your minions just for giving a rousing speech before battle. It also increases your Intelligence, Wisdom, or Charisma💙 by one (chooꦍse Intelligence).

War Caster is another great feat. This can also increase your Intelligence score by one and provides advantage ꦫon Constitution saves to retain concentration on spells. You also get the Reactive Spell feature, which lets you cast spells as opportunity attacks.

Finally, Resilience can also help with passing those pesky concentration checks by increasing your Constitution score by one and providing proficiency in Constituti𝔍on saving throws.

For more on how to build a School of Necromancy wizard from level zero to 20, check out our dedicated guide on the subject here.

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