To clarify something for anyone wanting to play a school of Necromancy Wizard, yes revivify is a Necromancy spell, but it's only available to Paladins and Clerics.
Easy solution to grabbing it: grab the cartomancer feat, dip 1-3 levels into either Paladin or cleric. Now you can grab a spell from those spell lists up to the level you can cast as your main class. Thus you can use those spells as a higher level necromancer. Enjoy!
Best character I’ve ever made is a custom linage necromancy wizard. Taking the winter bloom student feet gave me some key Druid spells, including wither and bloom, revivify, greater and lesser restoration, and my personal favorite vampiric touch. This is a necromancy wizard that plays like a cleric, even getting healing word and cure wounds, while getting it’s fun from the Druid spell list.
Thats one of my favorites too! Only reason I didn't include it in this was really just a roll of the dice because there were a bunch of good options to chose from!
You caught me off guard with ray of sickness being the last one since that spell is so hotly debated on being useful lol. The poisoner feat definitely is the way to make it good though. One spell I know a lot of people sleep on is false life and life transference.
I caught myself off guard for including it if I am honest hahaha. Both False Life and Life Transference were on my "Maybe" list with Ray of Sickness so its kind of just a coincidence I chose Ray of Sickness instead of either of them!
Ray of Sickness can actually work in a potent combo (assuming enemy isn't immune to poison) with another necromancy spell Summon Undead (1 action to summon an undead spirit. Takes it's turn immediately after yours and requires no action to command it) you have 3 options on what form the undead spirit takes and one of the forms is Putrid Zombie. It's attack uses your spell attack modifier and if it hits an already poisoned target, that target is paralyzed until the end of it's next turn....it also has a 5 ft aura where any creature that starts its turn in the aura (other than you, careful with allies) has to succeed a con save against your spell save dc or be poisoned...there is no mention of immunity if they succeed the saving throw so up to debate on whether or not they have to keep making the save.
My fave necro spell is inflict wounds. IMO its a top 2-3 spell attack in the game and worth building around with a couple of cleric domains. Honorable mentiion to soul cage. I just love the flavor and versatility of that spell. I wish it was a lower levelled spell.
I love Wither and Bloom! Damage and healing in the same move is incredible and it’s so thematic! Honestly, I’ve never looked at Spirit Shroud as something worth a level 3 slot. An extra d8 on damage rolls and only a 10’ radius for those effects feel like they won’t proc often enough for me to really want to cast it. Then, when I consider spells like Hunter’s Mark or Hex I just prefer the cost/benefit more there. I don’t know. Many love to sing its praises though. I just have difficulty seeing why using that spell slot on something else isn’t a better choice.
Wither and Bloom is my favorite newer spell added into D&D because its so unique compared to the classic spells. As for Spirit Shroud, I really like the flat move speed reduction since that can stack with other effects like difficult terrain. I think the 10ft was a necessity since it's technically a mobile spell and can move but I can definitley see where your coming from
@@ThisCrits I think I would want to see 2 changes. I’d want the zone to prevent all hp recovery rather than just creatures I hit (including the caster 🤔?) and I’d want the movement reduction to not be contingent on starting your turn in the zone. It just seems like it wouldn’t come into play often enough otherwise.
@@JnJake I agree 100% on the movement speed reduction change but removing multiple creatures ability to regain hit points could be bananas! But this is the comment section and I am ready for a fight. 🔪 Your move
@@ThisCrits If you put those bananas in pajamas, I don't see the problem. I guess I see it like this: the movement thing seems like it won't ever really have an effect on things. If it starts on creatures that are already that close to you, they just move next to you or don't even need to move and they can attack you already. The hp stuff... if I Hex you and then cast Chill Touch, I get the same result and I can do it anywhere within 60'. I'd want to see it all in action because of course I could be wrong (just ask my wife), but so far it's a no from me, dawg
currently playing a Necromancer, and Spirit Shroud isn't really on my list of spells to get tbh... playing a squishy wizard, you don't want to be within 10 ft of an enemy at any point but if you find yourself in that situation, i personally prefer Bestow Curse...it is a touch spell but once you use it, you can always fall back and still get the extra d8 damage on all your spells without being within 10ft of it (if you chose that as the curse) or curse it to have disadvantage on saving throws to help your team, etc. There is also always the option of having Find Familiar and use a familiar to deliver the Bestow Curse since it is a touch spell
If your DM let's you take Vital Sacrifice, stack an additional x2 D6 on Wither and Bloom, and it really starts to become a bit of a clutch ability in select scenarios
@@LikeButton7 If you want a melee necro, Take a level in war cleric/fighter/paladin and you're going to want to take spirit shroud and the slasher feat and use the poisoner feat and or the greatweapon feat with booming blade. Through use of false life, grim harvest and wither and bloom you should be a pain to kill and your enemies shouldn't be able to get away while also doing respectable dmg.
To clarify something for anyone wanting to play a school of Necromancy Wizard, yes revivify is a Necromancy spell, but it's only available to Paladins and Clerics.
Which is kind of funny dont you think? lol
Shouldn't all healing spells be considered Necromancy spells? Since they mess with life & death
I think its because most healinh spells are mainly focused on keeping things alive which would fit aberration better@@keithkommerjr9106
Easy solution to grabbing it: grab the cartomancer feat, dip 1-3 levels into either Paladin or cleric. Now you can grab a spell from those spell lists up to the level you can cast as your main class. Thus you can use those spells as a higher level necromancer. Enjoy!
Best character I’ve ever made is a custom linage necromancy wizard. Taking the winter bloom student feet gave me some key Druid spells, including wither and bloom, revivify, greater and lesser restoration, and my personal favorite vampiric touch.
This is a necromancy wizard that plays like a cleric, even getting healing word and cure wounds, while getting it’s fun from the Druid spell list.
Life Transference is by far one of my favorite necromancy spells
Thats one of my favorites too! Only reason I didn't include it in this was really just a roll of the dice because there were a bunch of good options to chose from!
You caught me off guard with ray of sickness being the last one since that spell is so hotly debated on being useful lol. The poisoner feat definitely is the way to make it good though. One spell I know a lot of people sleep on is false life and life transference.
I caught myself off guard for including it if I am honest hahaha. Both False Life and Life Transference were on my "Maybe" list with Ray of Sickness so its kind of just a coincidence I chose Ray of Sickness instead of either of them!
Ray of Sickness can actually work in a potent combo (assuming enemy isn't immune to poison) with another necromancy spell Summon Undead (1 action to summon an undead spirit. Takes it's turn immediately after yours and requires no action to command it) you have 3 options on what form the undead spirit takes and one of the forms is Putrid Zombie. It's attack uses your spell attack modifier and if it hits an already poisoned target, that target is paralyzed until the end of it's next turn....it also has a 5 ft aura where any creature that starts its turn in the aura (other than you, careful with allies) has to succeed a con save against your spell save dc or be poisoned...there is no mention of immunity if they succeed the saving throw so up to debate on whether or not they have to keep making the save.
@@hathus5536 Waiiiit that is such a sick combo!!! Do you mind if I use this in an upcoming spell combo video?
@@ThisCrits please do!
@@hathus5536 The video should go live tomorrow!
My fave necro spell is inflict wounds. IMO its a top 2-3 spell attack in the game and worth building around with a couple of cleric domains.
Honorable mentiion to soul cage. I just love the flavor and versatility of that spell. I wish it was a lower levelled spell.
I love Wither and Bloom! Damage and healing in the same move is incredible and it’s so thematic!
Honestly, I’ve never looked at Spirit Shroud as something worth a level 3 slot. An extra d8 on damage rolls and only a 10’ radius for those effects feel like they won’t proc often enough for me to really want to cast it. Then, when I consider spells like Hunter’s Mark or Hex I just prefer the cost/benefit more there. I don’t know. Many love to sing its praises though. I just have difficulty seeing why using that spell slot on something else isn’t a better choice.
Wither and Bloom is my favorite newer spell added into D&D because its so unique compared to the classic spells.
As for Spirit Shroud, I really like the flat move speed reduction since that can stack with other effects like difficult terrain. I think the 10ft was a necessity since it's technically a mobile spell and can move but I can definitley see where your coming from
@@ThisCrits I think I would want to see 2 changes. I’d want the zone to prevent all hp recovery rather than just creatures I hit (including the caster 🤔?) and I’d want the movement reduction to not be contingent on starting your turn in the zone. It just seems like it wouldn’t come into play often enough otherwise.
@@JnJake I agree 100% on the movement speed reduction change but removing multiple creatures ability to regain hit points could be bananas! But this is the comment section and I am ready for a fight. 🔪 Your move
@@ThisCrits If you put those bananas in pajamas, I don't see the problem.
I guess I see it like this: the movement thing seems like it won't ever really have an effect on things. If it starts on creatures that are already that close to you, they just move next to you or don't even need to move and they can attack you already.
The hp stuff... if I Hex you and then cast Chill Touch, I get the same result and I can do it anywhere within 60'.
I'd want to see it all in action because of course I could be wrong (just ask my wife), but so far it's a no from me, dawg
currently playing a Necromancer, and Spirit Shroud isn't really on my list of spells to get tbh... playing a squishy wizard, you don't want to be within 10 ft of an enemy at any point but if you find yourself in that situation, i personally prefer Bestow Curse...it is a touch spell but once you use it, you can always fall back and still get the extra d8 damage on all your spells without being within 10ft of it (if you chose that as the curse) or curse it to have disadvantage on saving throws to help your team, etc.
There is also always the option of having Find Familiar and use a familiar to deliver the Bestow Curse since it is a touch spell
If your DM let's you take Vital Sacrifice, stack an additional x2 D6 on Wither and Bloom, and it really starts to become a bit of a clutch ability in select scenarios
Wow thats bananas! I had no idea about that ability!
I wish I had known more about chill touch. As a bard I could have taken that as a cantrip as a lore bard
Right? I love these kinds of videos because I rediscover a bunch of great spells i forgot about!
Do you have a video that explains exactly how necrotic damage works and the difference between different Necromancy spells?
I do not but I am working on a few necromancy videos!
Great video
Thanks!
Vampiric grasp
I need a guide on a melee, armor wearing, necromancer. I don’t care if it’s a bad touch necro or an army leader. Like the lich king
I promise you I am working on a "Lich King" build video!
I got worried lol
@@LikeButton7 If you want a melee necro, Take a level in war cleric/fighter/paladin and you're going to want to take spirit shroud and the slasher feat and use the poisoner feat and or the greatweapon feat with booming blade. Through use of false life, grim harvest and wither and bloom you should be a pain to kill and your enemies shouldn't be able to get away while also doing respectable dmg.
@@mylesdrake2949 A lot of what you mentioned is in my plan for that video lol
@@ThisCrits lol.
Chill touch range has dropped though is it still worth it?
Honestly, probably not. I'm going through these videos now to update them for 2023 so I'll have a better idea in a few
I like summoning my mom from the afterlife :)
Why did I send you so many pics again?
Search deep inside yourself and you will find the answers that you seek.
@@ThisCrits I’m a scared little boy that craves attention?
Please change the music, this is horrible for a fantasy and necromancy video. :( Otherwise good stuff and keep it up! :)
I try to keep these videos upbeat but I definitley see where your coming from. I will try to find some better music for the next videos :)
@@ThisCritsAwesome thanks dude! ❤