Necromancy Wizard Subclass Guide for Dungeons and Dragons 5e

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In this video, I go over everything that you need to know in order to play as a Necromancy Wizard in Dungeons and Dragon's 5e.
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00:00 Intro
00:16 2nd Level
01:36 6th Level
03:08 10th Level
03:19 14th Level
04:42 Recommendations
07:51 Outro
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#dnd #dnd5e #dungeonsanddragons
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For good aligned Necromancers, I think of Egyptian and Inca cultures... They mummified the most powerful of society, and treated their corpses as a still living being. They worshipped their ancestors, and called upon them for guidance and protection. I see these Necromancers summoning the spirit of an ancestor, or someone who owed a debt to the wizard. They bring peace to restless undead, solve issues that arise from unnatural deaths, and console those the dead leave behind. However this comes with a delayed price, payed from beyond the grave.

warrendourond
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I'm the merchant of death. I'm the corpse collecter of blood soaked battlefields. Item and gear from legends of wars.

michael
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Just got to 5th level with my necromancer. Time for some fun.

edwardenglish
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A thing for DMs to think about: some of these undead that you'll be dealing with are more than intelligent enough to be NPCs, meaning that they can be allies, with no spell slots needed to maintain the relationship

johntheherbalistg
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Nice!! I remember mentioning this on one of your earlier videos, really useful breakdown here! Love the notes on role play too- nice having your take on the sub-class after getting a very objective rundown :)

MysterousBear
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I'd like to recommend being a variant human for Inspiring Leader. Your undead that understand language benefit from this feat and further boosts their durability.

clarkside
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This was an awesome and in depth guide I hope to see more great content that you’ve made

Flame
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the INTRO alone is worth the price of admissiaon. that scream had me giggling right off the bat lol.

badmojo
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... my Lawful Good Cleric found a Necronomicon and the Deck of Many Things in a single session and pulled the Balance card... now I'm here

nathaniellufkin
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with command undead, provided it fails on a double advantage saving throw, you could take over a CR15 mummy lord because they somehow have an INT of 11 and no legendary resistances

bens
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My necromancer was literally just a wizard who was extremely lazy so he created skeletons and zombies to act as his bloody maids and butlers

morganfitch
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I believe the Necromancer as written is a bit weak. So gave my Necromancer player a couple levels of Oath Breaker Paladin for the front loaded perks of turn or control undead. I also like some healing and restoration magic with the necromancer. I also decided to put the grim harvest hit points gained into the lay on hands pool. I also make speak with dead a once per short rest class feature at first. Cause ain’t that the other half of being a necromancer? Lastly... I turned many of the wizard spells into Necromancy spells. Fire ball works exactly the same, except it’s necrotic damage and we describe it as spirits reach out from a portal, like the finally to the first Indiana Jones movie. Magic missile is a ghost lashing out from the ether. Sleep is the same, but those unconscious take on all the appearances of having died. Unseen servant, mage hand, telekinesis, are all Ghostly servants. Then the rest is how you role play. I like to see my players necromancer as being lazy and hedonistic. Never lifting a finger, allowing his minions to do everything. Drinking in the pleasures of life, before he too spends some of his afterlife in the service of one of his apprentice necromancers.

warrendourond
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Theme i came up with for my heroic necromancer was that he was a tomb explorer/ archeologist so knowing how to deal with undead that might populate them would be mandatory plus it provides for a readily available workforce to hall the loot. . . i mean historical artifacts that belong in a museum out of the tomb, also took some ice type spells for RP reasons as a way to transport more perishable things out of a tomb for later study, museums not going to pay for that ancient tomb guard body if it rots before we get back and animateding it again could end up damaging it even more.

Ducknuck
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Personally, I am open to homebrewing more Necromancy spells just to make Grim Harvest more viable than it already is. Funny enough, my second D&D character ever was a Wizard that was a necromancer with a soultaker theme (though he had a -5 to his CON and he survived about 6-7 sessions through some miracle, though he did end up dying in PvP at the time I was a bit of against adding a new person to the group so I had it coming, I've changed since then so I'd say that it was a positive learning experience)
I do have a question though. See, I'm homebrewing a Warlock subclass, I know what it is thematically, but I want to do a cool spin on it's abilities where people won't say "why play that when you can play this or even this?" So my question is this: how would you go about doing that?

samtheactualkenku
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some fun spells i used with my necromancer were "undead familiar" is a feat that lets you have a type of undead as a familir "like a skeleton warrior" that level with you and does the usual familir thing. Skelton hands a spell that lets you animate a pair of humanoid hands. They act like mage hands but don't require constant focus and get a claw attack or can use weapons and perform simple tasks like carry this or open that door.. I once animated a pair of giant's hands and did some major damage. saddle couldn't keep them. bone dance. you basicly animated a skelton but not as an undead but like a puppet. you have to psycail use it like a puppet but it good for freaking others out and tricking them. had an enemy pally waste his smite undead on it. did work cause it not undead. skull trap basicly you take a skull of a dead creature and infuse it with negtetive energy. when it brakes or come into conntact with a living thing it explodes. had my necromancer carry a bunch of rat skulls and would trap them and fling them like grenades at the enemy or had a bunch of animated undead with that spell and damged introders. took a while to set up through.. finally dead senses. basically depending on your level you sink up with the senses of a dead or undead creature. using this spell with any of you undead, undead familair, or the bone dance and you can see and hear what the do. great for scouting and spying.

Orsonfoe
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I'm hoping my DM will allow me to play a goblin/hobgoblin or Kenku Necromancer on our new short campaign. We are starting at level 12 cause it's short for the end of the school year. I'm thinking of it being this little goblin who was adopted by nobles cause the daughter one day found it as an infant and thought it was a pet or baby. Then I grew up in the family and learned wizardry, inthralled with the ideas of death as a goblin would be, I decide to study life and death and with not much of a moral compass as a goblin I raise the dead.

stevenporter
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Personally, I’d use the “Golgari Agent” background from the “Guild Master’s Guide to Ravnica” to build a Necromancer.
But, to enhance the use of “Grim Harvest”, I’d build a Dhampir with life energy as its hunger.

marcusblacknell-andrews
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Imma just drop this here, as i suddenly remembered that you could always cast feeblemind on any undead to make there int and wis drop to 1 so you can control them with command undead with almost zero issue

icefire-novm
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I Made a Tiefling Necromancer who used her powers to travel the world undoing damage done by evil necromancers after all to fight the Dark arts you must understand how they work

crystalhydra
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it is worth mentioning that NO ONE want sto sit at the table and wait for you to make atrtack rolls for 20 undead. Use them provide the "help" action to your melee teammates. Use a few skeleton archers to provide HALF COVER for your ranged teammates (and yourself) and let your othe players roll to hit/damage for some of your undead so they are included in the fun.

badmojo
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