I'm new to this and I wanted to know thoughts on making a necromancy sorcerer build. Any suggestions are appreciated, I'm new to this and really don't understand any drawbacks or positives just yet I just know that I want to play as a necromancy sorcerer.
It would help to know what exactly "necromancy sorcerer" means to you. What are you hoping this character will be like? What do you want them to be able to do?
By default, the sorcerer does not gain a lot of options for necromancy, but this can be overcome relatively easily. If your DM allows backwards compatibility (let's you use old subclasses that haven't been updated) then the divine soul sorcerer from Xanathars Guide to Everything gives access to the cleric spell list, which has a lot of necrotic damage attacks and undead animating spells. If you are limited to 2024 PHB only, the magic initiate origin feat (you can get it as part of your background or by being a human) for wizard or cleric allows you to swap out sorcerer spells for spells from those spell lists as you level up. This gives you access to ones such as animate dead. For a build, I would recommend focusing on using the dead as meat shields whilst you blast with necrotic damage, and if you are using magic initiate probably consider the clockwork soul sorcerer for spells such as aid and the bastion of order feature. This combined with feats such as inspiring leader, will make your minions incredibly hard to kill (especially with their undead fortitude trait). For key spells, consider toll the dead and chill touch as reliable damage cantrips with extra effects, and spells such as animate dead for your minions. The unique part of a sorcerer comes from your metamagic, which you can apply to spells to make them stronger in different ways. I would advise taking extend spell to make your summons last through multiple combats. Hope that helps!
Rollback Post to RevisionRollBack
Why do ships ship cargo and cars carry shipments? Why do we have fingertips but not toetips and can tiptoe but can't tipfinger. These are all the questions of the universe.
By default, the sorcerer does not gain a lot of options for necromancy, but this can be overcome relatively easily. If your DM allows backwards compatibility (let's you use old subclasses that haven't been updated) then the divine soul sorcerer from Xanathars Guide to Everything gives access to the cleric spell list, which has a lot of necrotic damage attacks and undead animating spells.
This is a reasonable, though even that doesn't really get you a lot. 5e just isn't well set up for what most people think of when they talk necromancy.
If you are limited to 2024 PHB only, the magic initiate origin feat (you can get it as part of your background or by being a human) for wizard or cleric allows you to swap out sorcerer spells for spells from those spell lists as you level up.
The feat doesn't do that. It only lets you change out the spells you get from the feat.
Another option is to talk to your DM about making a custom subclass. It's more work, but it'll likely come closest to the feel you're looking for.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I'm new to this and I wanted to know thoughts on making a necromancy sorcerer build. Any suggestions are appreciated, I'm new to this and really don't understand any drawbacks or positives just yet I just know that I want to play as a necromancy sorcerer.
It would help to know what exactly "necromancy sorcerer" means to you. What are you hoping this character will be like? What do you want them to be able to do?
pronouns: he/she/they
By default, the sorcerer does not gain a lot of options for necromancy, but this can be overcome relatively easily. If your DM allows backwards compatibility (let's you use old subclasses that haven't been updated) then the divine soul sorcerer from Xanathars Guide to Everything gives access to the cleric spell list, which has a lot of necrotic damage attacks and undead animating spells. If you are limited to 2024 PHB only, the magic initiate origin feat (you can get it as part of your background or by being a human) for wizard or cleric allows you to swap out sorcerer spells for spells from those spell lists as you level up. This gives you access to ones such as animate dead. For a build, I would recommend focusing on using the dead as meat shields whilst you blast with necrotic damage, and if you are using magic initiate probably consider the clockwork soul sorcerer for spells such as aid and the bastion of order feature. This combined with feats such as inspiring leader, will make your minions incredibly hard to kill (especially with their undead fortitude trait). For key spells, consider toll the dead and chill touch as reliable damage cantrips with extra effects, and spells such as animate dead for your minions. The unique part of a sorcerer comes from your metamagic, which you can apply to spells to make them stronger in different ways. I would advise taking extend spell to make your summons last through multiple combats. Hope that helps!
Why do ships ship cargo and cars carry shipments? Why do we have fingertips but not toetips and can tiptoe but can't tipfinger. These are all the questions of the universe.
This is a reasonable, though even that doesn't really get you a lot. 5e just isn't well set up for what most people think of when they talk necromancy.
The feat doesn't do that. It only lets you change out the spells you get from the feat.
Another option is to talk to your DM about making a custom subclass. It's more work, but it'll likely come closest to the feel you're looking for.