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How Would You Build And Play A Necromancer
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<blockquote data-quote="Esker" data-source="post: 7629245" data-attributes="member: 6966824"><p>Are you set on wizard? Other than the 6th level feature, which if you're leaning into the army of thralls thing is pretty helpful, the School of Necromancy subclass just doesn't do that much for me. You can see from your spell list that it's kind of hard to put together a spellbook for a wizard that has a lot of things that have a necromancer flavor and also doesn't suck. (Yours definitely doesn't suck -- it's a good spell list -- but it doesn't really scream "necromancer".)</p><p></p><p>Here's a spell list for a 6th level Death Cleric that, IMO, has a better flavor for the concept. You sacrifice the size and power of your thrall army that the Undead Thralls feature gives you, so if that's the absolute centerpiece of your build maybe stop reading now, but you get some nice benefits in return: free twinning of toll the dead when there are adjacent enemies, ignore resistance (though not immunity) to necrotic damage, a double damage inflict wounds twice per short rest, and access to spells like Wailing Shroud of Actual Ghosts (aka, spirit guardians), Floating Scythe (spiritual weapon), speak with dead, revivify, ... I'd maybe even put Bane and Command in the category of necromantish, neither of which wizards get.</p><p></p><p>Cantrips:</p><p>Toll the Dead</p><p>Chill Touch</p><p>Thaumaturgy</p><p>Guidance</p><p>Spooky Glow (Light)</p><p></p><p>1st:</p><p>*False Life</p><p>*Ray of Sickness</p><p>Bane(c)</p><p>Command</p><p>Inflict Wounds</p><p></p><p>2nd:</p><p>*Blindness/Deafness</p><p>*Ray of Enfeeblement</p><p>Silence(c)</p><p>Spiritual Weapon</p><p></p><p>3rd:</p><p>*Animate Dead</p><p>*Vampiric Touch(c)</p><p>Bestow Curse(c)</p><p>Revivify</p><p>Speak With Dead</p><p>Spirit Guardians(c)</p><p></p><p>*domain spells</p><p></p><p>Maybe even take Ritual Caster (Wizard) for Summon Edgelord Raven (Find Familiar) and Command Poltergeist (Unseen Servant) to bring back some of the minionry you lose by not having as many zombies.</p></blockquote><p></p>
[QUOTE="Esker, post: 7629245, member: 6966824"] Are you set on wizard? Other than the 6th level feature, which if you're leaning into the army of thralls thing is pretty helpful, the School of Necromancy subclass just doesn't do that much for me. You can see from your spell list that it's kind of hard to put together a spellbook for a wizard that has a lot of things that have a necromancer flavor and also doesn't suck. (Yours definitely doesn't suck -- it's a good spell list -- but it doesn't really scream "necromancer".) Here's a spell list for a 6th level Death Cleric that, IMO, has a better flavor for the concept. You sacrifice the size and power of your thrall army that the Undead Thralls feature gives you, so if that's the absolute centerpiece of your build maybe stop reading now, but you get some nice benefits in return: free twinning of toll the dead when there are adjacent enemies, ignore resistance (though not immunity) to necrotic damage, a double damage inflict wounds twice per short rest, and access to spells like Wailing Shroud of Actual Ghosts (aka, spirit guardians), Floating Scythe (spiritual weapon), speak with dead, revivify, ... I'd maybe even put Bane and Command in the category of necromantish, neither of which wizards get. Cantrips: Toll the Dead Chill Touch Thaumaturgy Guidance Spooky Glow (Light) 1st: *False Life *Ray of Sickness Bane(c) Command Inflict Wounds 2nd: *Blindness/Deafness *Ray of Enfeeblement Silence(c) Spiritual Weapon 3rd: *Animate Dead *Vampiric Touch(c) Bestow Curse(c) Revivify Speak With Dead Spirit Guardians(c) *domain spells Maybe even take Ritual Caster (Wizard) for Summon Edgelord Raven (Find Familiar) and Command Poltergeist (Unseen Servant) to bring back some of the minionry you lose by not having as many zombies. [/QUOTE]
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