الوسم: tabletop RPG

  • How To Use The Book Of Vile Darkness In DND: Tips for Completing and Solving

    How To Use The Book Of Vile Darkness In DND: Tips for Completing and Solving

    As Dungeons & Dragons continues to grow and update, the characters and items within its universe also change. The 2024 ruleset introduces some adjustments to magic items and updates a few famous Non-Player Characters (NPCs).

    Vecna is one of those recurring villains that players generally avoid unless they’re prepared for a dangerous end. Even without him, the artifacts he possesses are just as threatening as the lich himself. One such artifact is the Book of Vile Darkness, which is well-known for serving as a manual to guide others down Vecna’s evil path. Here’s how you can include it in your game.

    Determine the Contents of the Book

    The Book of Vile Darkness is usually bound to Vecna. Removing him from it is a tough task. The details inside are so horrifying that the book isn’t meant for casual reading. Keep this in mind when deciding if your players will get access to it, and what information they might uncover.

    Remember, any good-aligned character who opens and reads the book must make a Charisma saving throw. If they fail, their alignment shifts to neutral evil.

    If you want to introduce a specific evil theme into your campaign, the book is a great place to start. It could contain information on devastating plagues, rituals to summon dark entities, or heinous spells you create. Keep the content appropriate so players feel comfortable opening and exploring the book — include triggers or warnings if needed.

    The book might suggest including items such as true names of fiends or a vile ritual to become a lich, along with other dark spells the Dungeon Master invents. When creating your version of the book, consider what kind of evil details fit your story and where to place triggers so players aren’t caught off guard.

    Discuss the Consequences

    Using the Book of Vile Darkness comes with serious risks. Here’s what happens to a character who ends up with the book:

    • Their strength increases by two, but they lose two points in another ability score.
    • They develop a disfigurement, which you and the player can decide on. This disfigurement grants advantage on Persuasion checks with evil creatures and intimidation with good ones.
    • They can recall twice as much evil information from the book than usual.
    • They gain a weapon-like power called Dark Speech, which damages both them and nearby non-evil creatures when they speak it.
    • They will be compelled to commit an evil act within ten days of gaining the book; if they don’t, the book disappears.
    • If they die while attuned to the book, their soul is taken by an evil entity, making revival impossible until it’s freed.

    If your players are okay with these consequences, you can then add specific properties or effects to the book to make it even more unpredictable and dangerous.

    Add Your Own Content

    This is the fun part—customizing the book for your campaign. You can modify it to work with fifth edition rules or add new evil effects, such as the classic Vile Damage from the 3.5 edition. Vile Damage is so sinister that it can only be healed on sacred ground, adding a layer of challenge.

    Consider including properties like:

    • Three minor beneficial effects
    • One major beneficial effect
    • Three minor harmful effects
    • Two major harmful effects

    The 2024 Dungeon Master’s Guide offers several artifact options with these kinds of properties. For example, some effects might prevent the user from healing hit points or reduce their ability scores, or prevent them from attuning to other magic items. Use these guidelines to customize the book’s properties and make it a truly unique and dangerous artifact for your game.

  • Discover New Subclasses in DND Forgotten Realms: Completing and Solving

    Discover New Subclasses in DND Forgotten Realms: Completing and Solving

    Familiar with Faerun from Dungeons & Dragons? You know how many iconic characters have journeyed through these lands. Players of Baldur’s Gate 3 will recognize Astarion, Shadowheart, and Karlach. Experienced adventurers will recall that Faerun is the setting for Drizzt Do’Urden and his family’s epic quests.

    Since Faerun is known for legendary heroes undertaking grand adventures, any story set here promises adventures as epic as those characters’. To give your heroes more options, new subclasses have been introduced to expand choices.

    Bard – College Of The Moon
    This bard college traces its roots to the same druidic traditions from the Moonshae Isles, harnessing primal and fey magic for spells. It offers an extra skill proficiency, along with features like:

    • At level 3, as a bonus action, you can turn invisible and teleport up to 30 feet after inspiring others.
    • Also at level 3, when healing, you can add your Bardic Inspiration roll to boost healing output.
    • By level 6, a cast of moonlight glows and reveals light, healing allies when enemies fail saves.
    • At level 14, you can replace Bardic Inspiration rolls with a d6 to save resources.

    Cleric – Knowledge Domain
    Revisiting this domain from the 2014 Player’s Handbook, it now features adjusted mechanics and new options. Knowledge clerics are scholars who study everything from ancient tomes to magic and art, often found in libraries and academies. Benefits include:

    • Use your Channel Divinity at level 3 to cast spells without spell slots, ignoring components.
    • At level 6, you gain proficiency in Intelligence saving throws and telepathy up to 60 feet.
    • By level 17, you can use a bonus action to grant advantage on D20 rolls for an hour.

    Fighter – Banneret
    Representing a hero of justice and bravery, the Banneret fighter often comes from renowned armies across Faerun. Features include:

    • At level 3, when using Second Wind, nearby allies also regain hit points.
    • Level 7 grants advantage on the next D20 test following your Second Wind.
    • Level 10 lets your Action Surge enable allies to attack or move without provoking opportunity attacks.
    • By level 15, you can reroll saving throws, adding your fighter level as a bonus.
    • At level 18, you become immune to being Charmed and Frightened, with other enhancements.

    Paladin – Oath Of The Noble Genies
    Paladins attuned to elemental planes draw strength from genies representing various elements. This oath grants:

    • Genie-inspired spells, proficiency in a chosen skill, and a base AC when unarmored.
    • At level 3, your Channel Divinity can deal extra fire damage, push enemies, grapple, or teleport.
    • Level 7 allows resistance to a damage type of your choosing, which you can change each turn.
    • Level 15 grants you flight, damage reduction using Hit Dice, and an ability to avoid damage from spells.

    Ranger – Winter Walker
    Native to Icewind Dale, Winter Walker rangers are fully adapted to frigid cold. Their traits include:

    • Resistance to Cold damage, ignoring enemy resistance, along with extra Cold damage.
    • Their Hunter’s Mark provides temporary hit points and prevents enemies from disengaging.
    • At level 7, they can use a Bonus Action to help allies regain hit points and avoid being frightened.
    • Level 11 enables reactions that can stun attackers who hit them.
    • Level 15 makes their form immune to Cold damage, Grappling, Restraining, or Prone conditions, and allows moving through creatures or objects at the cost of force damage.

    Rogue – Scion Of The Three
    This rogue theme is inspired by the Dead Three—Bane, Bhaal, and Myrkul—gods of tyranny, violence, and murder. Rogues of this subclass:

    • Can teleport to bloodied enemies within 30 feet and make melee attacks to potentially deliver a killing blow.
    • Gain resistance to the damage type associated with their deity.
    • Have features like Frightened conditions from Cunning Strike, bonus damage near teleported enemies, and enhanced Sneak Attack potential, including regaining Bloodlust use on short rests.

    Sorcerer – Spellfire Sorcery
    Sorcerers channel power directly from the magical weave, manifesting rare spellfire that heals allies or damages foes. This subclass provides:

    • Spellfire-specific spells that are always prepared.
    • At level 3, spending Sorcery Points can grant Temporary Hit Points or deal Fire or Radiant damage.
    • Level 6 confers automatic Counterspell and Sorcery Point regeneration.
    • At level 14, abilities to increase damage or hit points, as well as flight and damage mitigation.
    • Features promote aggressive spellfire use and survivability.

    Wizard – Bladsinger
    Returning after its absence since 2014, the Bladesinger combines elven martial tradition with arcane mastery. Key aspects include:

    • When active, it boosts AC and speed, provides advantage on Acrobatics, and allows using Intelligence instead of Strength or Dexterity for attack and damage rolls.
    • Proficiency in weapons and an extra skill are gained as you level.
    • At level 6, gain an extra attack and cast a cantrip during your attack action.
    • At level 10, you can reduce damage with a spell slot as a reaction.
    • Level 14 enables a bonus attack after casting a spell.

    These subclasses expand options for heroes in Faerun, each adding new ways to customize and enhance your character’s adventures.

  • Completing the Journey Beyond Level 20 in DND: Solutions Inside

    Completing the Journey Beyond Level 20 in DND: Solutions Inside

    Continuing Your Dungeons & Dragons Adventure Beyond Level 20

    Has your Dungeons & Dragons campaign reached level 20, but you’re not ready to wrap things up? While it’s definitely possible to carry on at that level, it can sometimes feel a bit stale without any new challenges. After all, once you hit the highest level, it might seem like there’s no room for growth.

    Unfortunately, the 2024 Dungeon Master’s Guide or Player’s Handbook doesn’t provide clear rules for character progression beyond level 20. That’s where this simple homebrew guide comes into play, giving you some creative options to extend your gameplay.

    How to Keep Playing Beyond Level 20

    You definitely have the option to keep your characters advancing beyond level 20. You can either opt for a new campaign or explore ways to play on.

    If your group prefers not to increase character levels or is hesitant to introduce homebrew rules for progression, you’ll need to consider a few strategies to maintain the excitement in your game.

    Strategies for Maintaining Engagement

    Campaign Element Explanation
    Raise the Stakes To keep things exciting, even if your characters aren’t leveling up, find ways to raise the stakes. You can’t simply rely on increasing challenge ratings, so consider using lair actions, legendary resistances, or other mechanisms to enhance encounters.
    Introduce Restrictions With a party of level 20 characters, adding restrictions or unique twists can offer new challenges. Imagine them entering a dungeon where spells over a certain level can’t be cast, boosting the need for creative tactics.
    Focus on Narrative Since experience points and level advancement aren’t options, the storyline should take center stage. A captivating narrative can keep players engaged even without traditional leveling up.

    If these ideas feel too far from your vision for the campaign, it might be worth discussing a restart at level one with your group. Open up a conversation about what everyone prefers.

    Achieving Advancement Beyond Level 20

    If your table wants to explore character progression after level 20, there are several homebrew options:

    1. Experience Points: Have players gain a level for every 50,000 XP they earn, or implement a milestone system.

    Examples of Progression Rewards

    Level-Up Reward Description
    Increase Hit Points Allow players to roll hit dice for HP upon reaching each new level. This encourages a sense of growth without disrupting game balance.
    Boost Stats Similar to HP, consider granting players a small stat boost every four levels of advancement. This mirrors standard progression mechanics and keeps the gameplay balanced.
    Enhance Proficiency Bonus For every four levels past 20, increase the players’ proficiency bonus by one. This maintains an element of progression typical in leveling up.
    Upgrade Existing Features Rather than crafting new features, reward players with enhancements to their current abilities every few levels. For example, a bard might roll additional dice for their bardic inspiration at certain levels.
    Grant Epic Boons Use Epic Boon Features to reward players every four levels instead of an ability score increase.

    Non-Level Advancement Options

    If tangible level progression isn’t your style, plenty of other ways exist to inspire a sense of development.

    It’s wise to communicate with your players about their preferences for progression. For example, you might consider rewarding them with higher renown among factions, giving them a greater ability to influence the world around them.

    Additionally, providing prestigious rewards or more powerful magic items can also elevate the gameplay experience beyond levels. For instance, handing out an Artifact magic item can act as a milestone experience for players.

    Another route is through bastions—if players have the opportunity to improve or expand upon these locations, it can create a rewarding feeling of continuous progression without adhering strictly to levels.

    In the end, your Dungeons & Dragons adventure can thrive beyond level 20 with a little creativity and an open dialogue with your players.

  • A Complete Guide to Wild Shape in D&D Adventures

    A Complete Guide to Wild Shape in D&D Adventures

    In Dungeons & Dragons, the Druid class has a unique ability to harness natural magic through spells. One of the class’s standout features is Wild Shape, which allows Druids to transform into animals.

    At level two, all Druids gain access to Wild Shape, a feature that enables them to take on the form of an animal, benefiting from the characteristics of the chosen creature. This ability offers great flexibility, making it useful in and out of combat scenarios, but it can also be intricate to navigate, so let’s break down everything you need to know about Wild Shape.

    What Is Wild Shape?

    Wild Shape is a versatile feature that can be used as an action up to twice between long rests. When a Druid uses this ability, they can take the form of different animals for a duration equal to half their Druid level in hours. The types of animals available for transformation are contingent upon the Druid’s level.

    Here’s a breakdown of the animals Druids can become based on their level:

    Druid Level Animal Challenge Rating (CR)
    2+ Beasts with a CR of 1/4 or lower, without flying or swimming capabilities.
    4+ Beasts with a CR of 1/2 or lower, without flying abilities.
    8+ Any beast with a CR of 1 or lower.

    While in animal form, a Druid retains their mental faculties. This means they keep their Intelligence, Wisdom, and Charisma scores, along with their proficiency in skills and saving throws. If the chosen beast form offers additional proficiencies, the Druid can benefit from those as well.

    It’s important to note that while in animal form, Druids cannot cast spells since they lack the ability to perform verbal and somatic components. They can, however, maintain concentration on spells that were cast prior to transforming.

    A key aspect of Wild Shape is that the Druid’s hit points (HP) are replaced by the beast’s HP upon transformation. If an animal form’s HP drops to zero, or if the Druid ends the Wild Shape as an action, they revert back to their original HP, taking any remaining damage into account.

    Changes to Wild Shape in the 2024 Player’s Handbook

    If you’re using a Druid following the 2024 rules, several elements of Wild Shape will experience significant changes. Notably, Druids can now speak while Wild Shaped, use the transformation as a bonus action (regardless of their subclass), and transform into beasts with swimming abilities starting at level two.

    Additionally, Druids are not required to have seen the beast they wish to become, but they will be limited to four preselected forms that can change after a long rest. This limit increases to six at level four and eight at level eight.

    A major alteration is that the Druid’s health will no longer switch to that of the beast. Instead, they gain temporary hit points equal to their Druid level. Losing these temporary hit points won’t end the transformation, but it reduces the Druid’s resilience compared to past rules, while also allowing for transformation into weaker forms without significant risk.

    Circle of the Moon Druids in 2024

    The changes to Wild Shape in the 2024 edition impact Circle of the Moon Druids the most. For starters, their temporary hit points will equal three times their Druid level, enhancing their role as a frontline combatant even without the previous health pool.

    Moreover, Circle of the Moon Druids can now cast spells such as Cure Wounds, even while in Wild Shape. This integrates their spell slots into their transformative capabilities, enabling spells like Conjure Animals or Moonbeam to be cast discreetly.

    Making the Most of Wild Shape

    When using Wild Shape, it’s essential to recognize that for most Druids, it serves as a defensive tool rather than primarily an offense. With the challenge rating limits often capping at one, spellcasting typically yields more damage than physical attacks made in animal form.

    Nonetheless, since Druids can concentrate on spells even while transformed, they can use animal forms to gain extra HP and mobility. This capability allows them to operate as some of the toughest spellcasters in the game.

    Outside of combat, Wild Shape provides an excellent opportunity for stealth or reconnaissance, particularly once flying forms become available. Here are some suggested animal shapes, categorized by challenge rating:

    CR Beast Type Fly/Swim
    0 Rat No
    0 Owl Fly
    0 Cat No
    0 Crab Swim
    1/4 Giant Owl Fly
    1/4 Wolf No
    1/4 Elk No
    1/4 Giant Frog Swim
    1/2 Crocodile Swim
    1/2 Reef Shark Swim
    1/2 Ape No
    1/2 Giant Wasp Fly
    1 Brown Bear No
    1 Giant Eagle Fly
    1 Giant Spider No
    1 Giant Toad Swim
    1 Dire Wolf No
    1 Giant Octopus Swim

    Circle of the Moon Druid: A Closer Look

    Opting for the Circle of the Moon subclass at level two significantly boosts the Druid’s Wild Shape ability. This subclass offers far greater combat utility, and grants access to animal forms with higher challenge ratings as they level up. The challenge ratings available to Circle of the Moon Druids at different levels include:

    Druid Level Animal CR
    2-5 CR 1
    6-8 CR 2
    9-11 CR 3
    12-14 CR 4
    15-17 CR 5
    18-20 CR 6

    These higher CR animal forms not only offer additional HP but can also present a genuine threat in battle, allowing Circle of the Moon Druids to utilize Wild Shape both defensively and offensively.

    By making smart choices about when and how to shift into various animal shapes, Druids can enhance their versatility and effectiveness in the game significantly.

  • Understanding Expertise in DND: A Deep Dive

    Understanding Expertise in DND: A Deep Dive

    Understanding Expertise in Dungeons & Dragons

    In Dungeons & Dragons, a character’s skill proficiencies play a significant role in determining their strengths outside of combat. These proficiencies can significantly influence how well a character performs in various scenarios. For instance, a ranger skilled in Survival is well-equipped to navigate through the wilderness, thanks to their proficiency modifier, which increases their likelihood of success when making specific checks.

    However, having proficiency doesn’t guarantee success. For players seeking to master a particular skill, there’s the concept of Expertise. This feature is incredibly advantageous for any character, and in this guide, we’ll unpack what Expertise is, how it works, and how to acquire it.

    Updated on February 10, 2025 by Jack Filsinger: Since the release of the 2024 Player’s Handbook, there have been slight updates to how Expertise functions in D&D 5e. This guide highlights the recent changes and details how your character can gain Expertise.

    Changes to Expertise in the 2024 Player’s Handbook

    While the core aspects of Expertise have not changed significantly, a few key distinctions have arisen:

    1. New Feats for Expertise – Players can now acquire Expertise through additional feats, even if their selected class does not provide it.
    2. Timing for Gaining Expertise – The specific levels at which classes gain Expertise have been adjusted, as have the classes that can access this feature. Details of these changes follow.

    What Exactly is Expertise?

    Expertise is a crucial feature that can elevate a character’s abilities in D&D, particularly for players aiming to hone their skills in certain areas.

    Typically, when a character is proficient in a skill, they will add their proficiency bonus to the ability score modifier during skill checks. The proficiency bonus is determined by the character’s level, as illustrated in the table below:

    Character Level Proficiency Bonus
    Level 1-4 +2
    Level 5-8 +3
    Level 9-12 +4
    Level 13-16 +5
    Level 17-20 +6

    However, when a character has Expertise in a skill, they double their proficiency bonus whenever they make a relevant skill check.

    Note: Expertise cannot stack; it’s not possible to apply it to a single skill more than once.

    Expertise is linked to a specific skill rather than the overall ability score. Therefore, if a character has Expertise in Intimidation, they can apply that bonus exclusively to Intimidation checks and not to other Charisma-related checks like Performance or Persuasion.

    For instance, a level-five character with Expertise might achieve a total of 30 on a skill check, with higher-level characters able to exceed that if they have Expertise.

    Character Level Expertise Modifier
    Level 1-4 +4
    Level 5-8 +6
    Level 9-12 +8
    Level 13-16 +10
    Level 17-20 +12

    Classes That Can Gain Expertise

    The easiest avenue for obtaining Expertise is through class selection. The following five classes can automatically gain Expertise:

    • Artificer
    • Bard
    • Ranger
    • Rogue
    • Wizard

    Here is how each class gains Expertise:

    Class Expertise Level(s) Details
    Artificer 6th Gains Expertise with any tools they are proficient in.
    Bard 2nd, 9th Chooses two skills to gain Expertise at levels two and nine.
    Ranger 2nd, 9th Gains Expertise in one skill at level two and two skills at level nine.
    Rogue 1st, 6th Gains Expertise in two skills of their choice at levels one and six.
    Wizard 2nd May gain Expertise in Arcana, History, Investigation, Medicine, Nature, or Religion if proficient.

    Feats That Grant Expertise

    If you prefer not to choose one of these classes or want to avoid multiclassing, there are specific feats that can grant Expertise:

    Feat Prerequisite(s) Details
    Keen Mind Level 4+, Intelligence 13+ Gain Expertise in Arcana, History, Investigation, Nature, or Religion if already proficient.
    Observant Level 4+, Intelligence or Wisdom 13+ Gain Expertise in Insight, Investigation, or Perception if already proficient.
    Skill Expert None Choose any skill you are proficient in and gain Expertise in it.
    Boon Of Skill None Choose any skill you are proficient in and gain Expertise in it.

    These feats come with additional benefits, so check Chapter Five of the 2024 Player’s Handbook for more details.

    The Impact of Expertise on Combat

    While most skill proficiencies are beneficial outside of combat, having Expertise in certain skills can be advantageous during battles. For example, if a rogue has Expertise in Stealth, they’ll excel when using the Hide action, maximizing the effectiveness of their Cunning Action.

    Additionally, for characters focusing on grappling opponents, having Expertise in Athletics can significantly increase their chances of successfully restraining foes.

    In summary, whether through class features or carefully selected feats, gaining and utilizing Expertise can greatly enhance a character’s effectiveness in both role-playing scenarios and combat situations.

  • Mastering the Art of Necromancy in DnD: A Guide

    Mastering the Art of Necromancy in DnD: A Guide

    Dungeons & Dragons allows players to create characters with a high degree of personalization, catering to various styles of play and character types through different classes, subclasses, and races. Among the options available for spellcasters, necromancers often stand out, as they utilize powerful magic to raise the dead.

    While necromancy is typically associated with dark and villainous themes, D&D encourages players to develop complex necromancer characters who can command the undead. Whether you are a Dungeon Master crafting a sinister necromancer villain or a player designing a unique hero who harnesses the power of undead in battles, here’s a comprehensive guide to playing a necromancer in D&D.

    How to Raise the Undead

    Building a necromancer revolves around the core ability to raise the dead as zombies and skeletons. In 5th edition D&D, the most straightforward way to do this is through the Animate Dead spell.

    This third-level spell is essential to any necromancer’s toolkit. With a casting time of one minute, Animate Dead can target a medium or small humanoid corpse or bones, transforming it into a zombie or skeleton, respectively. The caster can then issue telepathic commands to the undead as a bonus action.

    There are a couple of critical points to keep in mind about Animate Dead. First, the spell lasts for twenty-four hours, giving you a reliable undead companion for a significant duration. Second, if you recast the spell on a zombie or skeleton you already control before the spell expires, you can reestablish control over it and extend its duration for another twenty-four hours. This means if you maintain control of your undead minions, you can have them around indefinitely.

    Growing Your Undead Horde

    An important aspect of Animate Dead is that it does not require concentration. This feature allows you to cast it multiple times throughout the day, increasing the number of undead under your command. Furthermore, if you use a spell slot above the third level, you can raise two additional creatures alongside your usual targets.

    The result is that a well-prepared necromancer can create and control a substantial army of undead with relative ease.

    Which Classes Can Be Necromancers

    To effectively play a necromancer, you need to choose a class and subclass that can learn Animate Dead. The following options are available:

    Class Subclass Book
    Wizard All subclasses (Necromancy automatically gains at 6th) Player’s Handbook
    Cleric All subclasses (Death Domain gains at 5th) Player’s Handbook
    Druid Circle of Spores at 5th level Tasha’s Cauldron of Everything
    Paladin Oathbreaker at 9th level Dungeon Master’s Guide

    Among these, School of Necromancy Wizards can make the most out of Animate Dead. At 6th level, they can target an additional corpse, helping to raise more undead. Additionally, any undead they command gains extra hit points equal to the wizard’s level and adds their proficiency bonus to damage rolls, enhancing both offense and survivability.

    Making the Most Out of Your Undead

    Undead minions not only take actions during combat but they also provide significant utility outside of it. With Animate Dead, you can command multiple undead to attack, restrain enemies, or even help gather items or provide support to allies. This versatility greatly enhances the effectiveness of a necromancer, especially when managing a larger group of undead.

    Necromancy Out of Combat

    The roleplaying aspect of being a necromancer requires careful consideration, as animating the dead often comes with social taboos. NPC reactions to your undead followers could range from fear to outright hostility.

    Deciding how the necromancer interacts with society—such as whether or not they hide their undead entourage or only raise foes they’ve slain—can help flesh out the character and their motivations.

    The Best Spells for a Necromancer

    While Animate Dead is the cornerstone spell for a necromancer, incorporating other necromancy spells enriches gameplay. Here are some spells that complement a necromancer’s abilities:

    Spell Name Level Effect
    Toll The Dead Cantrip Deals 1d12 necrotic damage to creatures missing hit points, scaling with your level.
    Mold Earth Cantrip Manipulates earth and stone, useful for terrain control.
    Ray Of Enfeeblement 2nd Reduces damage from physical attackers, setting up stronger defenses for the party.
    Summon Undead 3rd Calls an undead spirit with various stats; requires concentration.
    Danse Macabre 5th Temporarily raises up to five corpses as undead minions, adding your spellcasting modifier to attacks.
    Negative Energy Flood 5th Deals substantial damage and can raise killed enemies as zombies.
    Create Undead 6th Upgrades Animate Dead to raise Ghouls, offering stronger undead options.
    Finger Of Death 7th Massive damage spell that immediately raises any slain target as an undead companion.
    Clone 8th Creates a backup body for the caster, enhancing survivability.

    In addition to these spells, consider including classic Wizard spells like Fireball or Counterspell for better support.

    How to Build Your Necromancer

    When crafting a necromancer character, clear choices can guide your decisions. Here’s a brief overview of what to consider:

    Ability Scores:
    Focus on raising Intelligence as your primary ability since it affects spellcasting. Constitution should also be a priority to maintain health, followed by Dexterity for better armor class.

    Background:
    A Sage background works best for a necromancer, offering boosts to Intelligence and Constitution, plus proficiency in Arcana and History, alongside the Magic Initiate feat for additional spell options. Other viable backgrounds include Merchant and Criminal, which also provide Intelligence boosts.

    Species:
    Almost any species can be a necromancer, but some excel due to unique benefits:

    • Human: Access to two origin feats, amplifying growth.
    • Elf: Gains extra spells like Detect Magic.
    • Dwarf: Benefits from resilience traits.
    • Gnome: Advantage on saving throws.
    • Tiefling: Access to powerful spells while enhancing character aesthetics.
    • Goliath: Offers unique options but isn’t stealthy.
    • Dragonborn: Provides resistances but minimal direct benefits for spellcasting.
    • Halfling: Limited benefits other than racial luck.
    • Aasimar: Thematic but lacking substantial advantages.
    • Orc: Some endurance benefits but limited synergy with spellcasting.

    Feats:
    Aim to maximize your Intelligence score early on. Start with:

    • Inspiring Leader for temporary hit points boost.
    • War Caster for concentration benefits.
    • Resilience for improving Constitution saving throws.

    With careful planning, your necromancer can become a formidable force of magic, commanding the dead while navigating the moral complexities of necromancy.