Dungeons & Dragons: How To Build A School Of Necromancy Wizard (2024)

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  • School Of Necromancy Wizard Features

  • Best Species For A School Of Necromancy Wizard

  • Best Ability Scores For A School Of Necromancy Wizard

  • Best Starting Equipment For A School Of Necromancy Wizard

  • Best Spells For A School Of Necromancy Wizard

Not everyone who raises the undead in is evil. Sometimes, you might just want to play as a wizard with a somewhat questionable fascination with death. Some call it the final frontier, so studying death shouldn't be any different than studying the furthest reaches of the astral sea.

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Students of the School of Necromancy know that death is not the end, and a walking, talking skeleton isn't something to necessarily be afraid of. After all, skeletons are the perfect minions to either do laundry or murder your enemies. Read on to discover the joys of being a student of the School of Necromancy.

School Of Necromancy Wizard Features

Dungeons & Dragons: How To Build A School Of Necromancy Wizard (1)

Being a student of the School of Necromancy is a lot like being any other type of wizard. The only difference is you're attuned to necromantic magics and the undead.

At level two, Necromancy Savant makes it easier to copy necromantic spells into your spellbook, and Grim Harvest lets you steal the life force from creatures you kill with spells. This only works if you use a spell of first level or higher, and the amount of hit points you steal is equal to twice the spell level (three times if it's a necromancy spell).

Undead Thralls at level six teaches you the Animate Dead spell if you don't already know it and makes you better at casting it. You get an additional zombie or skeleton, your zombies and skeletons get extra hit points, and they add your proficiency bonus to their damage rolls.

Because you're going to have a lot of undead minions, it's very important for you to understand their capabilities and to have a plan for every combat turn. Otherwise, your party might begin to resent how long you're taking in combat.

Inured to Death at level 10 makes you resistant to necrotic damage and prevents your maximum hit point total from ever being reduced. And at level 14, you Command Undead, allowing you to force any undead creature (even those summoned by other wizards) to make a Charisma save or they fall under your command.

Best Species For A School Of Necromancy Wizard

Anyone can decide that the arcane arts are their life's work, so feel free to be any species you like as a School of Necromancy wizard. However, some species offer abilities that complement wizardry quite well. Here are a few suggestions for your character.

Autognome

Wizards have trouble getting armor class, so having a base 13 AC is a big deal. Built For Success gives you a d4 to almost every roll you make, and resistance to poison and advantage against being paralyzed and poisoned are good to add to your necromancy resistance.

Dwarf

Hill dwarf will give you some extra hit points per level, which can really help a wizard's fragility. Mountain dwarf offers medium armor proficiency.

Fairy

Faerie Fire is a great spell that can really help your skeletons (or zombies) hit what they're aiming at. Flying is also nice, but you could technically already do that through a spell. Still, this saves you the spell slot. Enlarge/Reduce your zombie/skeleton for extra combat efficacy.

Githzerai

You can generally learn all the spells taught through Githzerai Psionics, but they're still nice to have, and they free up your studies to focus on necromantic things. Mental Discipline and Psychic Resilience help keep your wizard safe from charms, fright, and psychic damage.

Goblin

Fury of the Small is just too much fun not to include on this list. Darkvision, charm resistance, and being able to disengage or hide as a bonus action are also nice perks.

Hadozee

Hadozee Dodge is effectively like having more hit points, which is very helpful for all frail wizards--even ones with an army of skeletons at their beck and call.

Human

You could go standard human to have a lot of stats (could be helpful to keep your Constitution and Dexterity up), but you could also go variant human for a free starting feat. Medium Armor Mastery of Toughness could help here.

Owlin

Flying, Darkvision, and stealth proficiency are nice to have, but it's hard to make an army of skeletons stealthy. Still, if you leave your army at home and work with more silent necromantic spells, then this is a great option.

Shifter

Shifters get temporary hit points whenever they go beast mode, and temporary hit points are almost as good as having them permanently. Depending on your chosen form, you could also gain AC, movement speed, or advantage on Wisdom saving throws.

Tortle

Having 17 armor class is probably better than most wizards will ever get, even with Mage Armor. Being able to hold your breath is also useful since your skeletons don't need to breathe at all, making underwater combat a real possibility.

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Best Ability Scores For A School Of Necromancy Wizard

Dungeons & Dragons: How To Build A School Of Necromancy Wizard (3)

Wizards want Intelligence above all else. This ability score fuels your magic, so the more Intelligence you have, the better your spells will be. Always make sure to maximize this ability score as soon as possible.

Constitution and Dexterity are helpful to keep your School of Necromancy wizard alive, but not as important as intelligence. Try to make these stats as high as you can while still prioritizing Intelligence.

Strength, Wisdom, and Charisma can all be largely ignored, although it can be helpful to have some Wisdom and Charisma for your saving throws.

If you're using D&D's point buy system, a good starting ability score spread might look something like this:

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

8(0)

14(+2)

16(+3)

16(+3)

10(0)

10(0)

Best Starting Equipment For A School Of Necromancy Wizard

Dungeons & Dragons: How To Build A School Of Necromancy Wizard (4)

Wizards don't start with much. A quarterstaff will deal more damage than a dagger, but you're not likely to have much strength to wield it effectively. It's better to focus on your spells for damage.

An arcane focus is way more convenient than a component pouch, so pick that. A scholar's pack and an explorer's pack offer some provisions, but neither will give you everything you need to immediately start adventuring. Pick the scholar's pack for the ink and parchment, but prepare to spend some money on a bedroll.

Your spellbook is your most important possession. Keep it secret. Keep it safe.

Related:

Best Spells For A School Of Necromancy Wizard

Dungeons & Dragons: How To Build A School Of Necromancy Wizard (5)

Your spells are your most important resource as a School of Necromancy wizard, and while you'll likely have a lot of them by the time you're well into your campaign, there are some spells that you should prioritize where possible. Here are a few suggested spells.

Spell Level

Spell Name

Cantrip

  • Fire Bolt
  • Mage Hand
  • Prestidigitation
  • Toll the Dead

First Level

  • Find Familiar
  • Mage Armor
  • Magic Missile
  • Silvery Barbs
  • Tasha's Hideous Laughter

Second Level

  • Enlarge/Reduce
  • Invisibility
  • Maximilian's Earthen Grasp
  • Wither and Bloom

Third Level

  • Dispel Magic
  • Haste
  • Summon Undead
  • Vampiric Touch

Fourth Level

  • Arcane Eye
  • Blight
  • Dimension Door
  • Polymorph

Fifth Level

  • Bigby's Hand
  • Danse Macabre
  • Synaptic Static
  • Wall of Force

Sixth Level

  • Contingency
  • Create Homunculus
  • Disintegrate
  • Soul Cage

Seventh Level

  • Finger of Death
  • Mordenkainen's Magnificent Mansion
  • Teleport

Eighth Level

  • Abi-Dalzim’s Horrid Wilting
  • Clone
  • Dominate Monster

Ninth Level

  • True Polymorph
  • Wish

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Dungeons & Dragons: How To Build A School Of Necromancy Wizard (2024)
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