
However, level 3 and 4 spells jack that multiplier up to 9 and 12 hit points per enemy. At first, this looks like 2-6 hit points per enemy slain. I’ll gain hit points equal to twice the level of the spell or 3 times the level of the spell if it’s from the school of necromancy. Grim Harvest is another 2 nd-level ability for my necromancer, which absorbs my enemies lifeforce when I kill them with a spell. Obviously, I’ll be leaning into these choices as I fill my spellbook, as I’ll gain more necromancy-related effects down the line. Necromancy Savant is the first ability I learn at 2 nd level, which makes the gold and time I spend on copying a necromancy spell into my spellbook halved. Lean into Necromancer school abilities and magicĪt level 2, I will choose the School of Necromancy as my Arcane Tradition, which gives me several benefits to necromancy magic. Finally, Signature Spell gives me two 3 rd-level wizard spells to cast, which are always prepared and don’t count against the number of spells I have prepared. Spell Mastery gives me a level 1 and a level 2 spell to cast for free-no spell slot needed. My highest-level wizard abilities are Spell Mastery (level 18) and Signature Spell (level 20). A wizard at level 4 would either get 1 level-2 spell or 2 level-1 spells. The amount of spell slots recovered in this way is equal to half my wizard level in spell levels.

The Arcane Recovery ability gives me the ability to recover some spell slots. Otherwise, I can use my arcane focus in place of components for spellcasting. If a spell states that a component must be consumed, I’ll have to have that component in my pouch. Spellcasting Focus offers me the ability to use an arcane focus (like a wand, ring, dagger, etc.) to cast my spells. Zombie Apocalypse Guide: DnD 5e/Pathfinder Related Posts: Guide to Building a Shadow Magic Sorcerer: DnD 5e As long as it’s in my spellbook and I have the components, I can perform the ritual. Ritual Casting allows me to cast a ritual spell whether it’s prepared or not. If my Intelligence score is 16, I’ll have 3 + 1 spells available to use at level 1.

Each day, I can prepare a number of 1 st-level spells from my spellbook equal to my Intelligence modifier + wizard level. However, at 1 st level I’ll already know 3 cantrips and 6 level-1 spells. I’ll also choose a dagger as a basic weapon because this feels more like a dagger guy and I might need some ritualistic sacrifice.įor my Spellbook, I’ll need to remember to collect the spells I need, pay 50 GP for the price of learning a new spell. On my initial build, I’ll choose Arcana and Medicine as proficient skills-something that relates to zombie corpses and mysticism. Remember basic wizard attributes and abilities This character would be like the villain Orochimaru from Naruto.

Also, I gain advantage on saving throws against magical effects and immunity to poison. I can cast poison spray as a cantrip and animal friendship for snakes only. Ancient rituals transformed this decadent race and granted them innate spellcasting and magical resistance. Yuan-ti purebloods are innately magical humanoids with snake-like features, gaining +2 Charisma and +1 Intelligence. Plus, this character will be well versed in social skills with an inherently big Charisma score. By level 3, a tiefling necromancer will know thaumaturgy and hellish rebuke (3d10, 2 nd level). Click here or below to learn more.Ĭhoose a race that fits strategically and thematically: Yuan-ti and Tieflingįor this build, we’ll want a race with an Intelligence bonus and splash of spooky-tieflings and yuen-ti purebloods.Ī tiefling wizard receives a +2 Charisma/+1 Intelligence bonus and several inherent spells relating to fire and darkness.

To build a necromancer wizard in DnD 5e, consider the following: So, let’s blend both worlds and build a party wizard who dabbles in the art of death. However, sometimes you just wanna make an evil character. Wizards in DnD 5e usually hold the group role of the intelligent master of the arcane-someone the rest of the party can turn to for answers. Necromancers in Dungeons and Dragons 5e are masters of absorbing life and raising minions to do their bidding.
