Baldur's Gate 3

Baldur's Gate 3

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DELAMAIN May 4, 2024 @ 4:27am
is there a Necrotic Build?
is there a warlock or mb wizard build focusing on necromancer theme BUT WITHOUT summons . i want to focus on necromancy necrotic damage spells and mb some poisen bec they look like necrotic.
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Showing 1-15 of 17 comments
DELAMAIN May 4, 2024 @ 4:29am 
if i make lets say 10 warlock and 2 lvl wizard?
can i learn scrools like Circle of Death and Deathrone?
DELAMAIN May 4, 2024 @ 4:40am 
its whery sad there is no Feat for Necrotic Adept
Panda May 4, 2024 @ 4:51am 
Necro damage kinda pointless in the game since 70% of you enemies will have resistance for it, want some crazy numbers - hold person + Inflict Wounds negs most of the things during act 1, same with act 3, just upcast it, so cleric is the best necro damage dealer.
Last edited by Panda; May 4, 2024 @ 4:53am
AokiYakumo May 4, 2024 @ 5:10am 
Nothing that would come online until Act III and at that point you're basically 90% done.

Before then you'll be relying on poison damage to get the job done. Poisoner's Robe and Staff of Crones are the options available for your build, with Broodmother's Revenge being an option for martials.

Necromancer or Spores DRD is gonna be the way to go; both have bonuses to their kit that allow them to spec into necromancy spells, and both start investing into necrotic damage & summons relatively early on.

Before you leave Act I you can pick up Abyss Beckoners. While they are originally for the various summoner builds out there, they can be used by Necromancers to great effect at the start. In addition, any of the usual suspects for blaster builds (Elemental Augmentation Necklace, Gloves of Belligerent Skies, Spellsparkler, Mourning Frost, etc.) will be good shoe-ins for now. The Pearl of Power you can buy from Omeluum is also a great choice here, letting you nab a free 3rd level spell slot you can use for Vamp. Touch or an upcast Ray of Sickness.

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Act II is where you can start to see some more necromancer gear. Balthazar has the Circle of Bones, which have a similar effect to the Abyss Beckoners but without the madness proc. There's also a ring in Moonrise Towers which gives a free Ghoul Touch and the ability to cast Command on undead.

The Derivation Cloak and the Poisoner's Gloves are also here, which will allow your poison spells to actually trigger the poison condition, and each time you do you get a chip heal. As for Necrotic damage itself, there's a sacrificial dagger in Reithwin which gives +1d4 necrotic, Loviatar's Scourge which adds a 1d6 AoE to weapon attacks (VERY good for a martial build) as well as necrotic resist, and Justiciar Gloves which add 1d4 necrotic to weapon attacks.

Lastly, you'll likely want to nab Spellcrux from the Warden, since it's a free spell of your highest level.

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Only in Act III do we get the good stuff. Big ticket item here is the famous Staff of Cherished Necromancy, which lets you bag free spells when you score a kill with a necromancy spell. You'll also have access to Circle o Death if you are a Necromancer (any WIZ, really) and Dethrone - a once per short rest single target nuke you can learn from a scroll.

Danse Macabre also comes online here, being 4-5 ghouls you can summon without a spell slot that act as living bombs.

To add to that, there's 2 staves which let you cast spells without a slot once per long rest: Staff of Spellpower and Markoheshkir. Paired with the other amulets (plus the Spell Savant Amulet you can get from the Counting House), you'll eventually get:
- 1 free 2nd level spell slot for Ray of Sickness
- 1 free 3rd level spell slot for Vamp. Touch
- THREE free 6th level spell slots for whatever

and enough DC boosting gear to make it so you are basically sticking every spell you wish to land at a minimum 60% effective average (with most hitting 95% with proper itemization).

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For feats, you'll want Dual Wielder for the staves, and you'll want to look at investing into either your DEX for offense or CON for concentration. You're not gonna be feat-starved, that's for sure.
DELAMAIN May 4, 2024 @ 5:23am 
Originally posted by Panda:
Necro damage kinda pointless in the game since 70% of you enemies will have resistance for it, want some crazy numbers - hold person + Inflict Wounds negs most of the things during act 1, same with act 3, just upcast it, so cleric is the best necro damage dealer.

there is mod for adding Necro Adept feat .
i mean in end even for non summons play Wizard looks better bec of spell slots?
DELAMAIN May 4, 2024 @ 5:31am 
on other hand if i have 10 cleric/2 bard in team. My warlock will have x3 sets of spells for bec of short rests
Death Domain Cleric will bring the damage type back to viable in Act 2.

As Lvl 6 they start ignoring necrotic resistance.
Wait for Death Domain Cleric, then take a 2 level dip into Wizard for Necromancer.
jonnin Jan 31 @ 12:39am 
monk/druid would have solid necrotic damage by act 2, and the spore druid is sorta a necro with its mushroom zombies and raise dead stuff so you can sorta almost make that make sense. Its still just melee necrotic damage, though.
Since this is 5e, necromancy is a waste of time if you are not using mods. As the necromancer class is just a skin of the wizard class instead of being a distinct type of wizard.

Its major perks like most sub-classes (which should be default features), are locked behind 14+ level content that you are not going to hit in this game or 90% of 5e campaigns.

You are going to want to use mods for a proper necromancer build.
Last edited by The Seraph of Tomorrow; Feb 1 @ 6:38am
Originally posted by The Seraph of Tomorrow:
Since this is 5e, necromancy is a waste of time if you are not using mods. As the necromancer class is just a skin of the wizard class instead of being a distinct type of wizard.

Its major perks like most sub-classes (which should be default features), are locked behind 14+ level content that you are not going to hit in this game or 90% of 5e campaigns.

You are going to want to use mods for a proper necromancer build.

The lvl 6 perk is actually rly powerful.

The lvl 2 perk + Death Domain (free twin cast Necro cantrips) should be decent as well.
Originally posted by The Seraph of Tomorrow:
Since this is 5e, necromancy is a waste of time if you are not using mods. As the necromancer class is just a skin of the wizard class instead of being a distinct type of wizard.

Its major perks like most sub-classes (which should be default features), are locked behind 14+ level content that you are not going to hit in this game or 90% of 5e campaigns.

You are going to want to use mods for a proper necromancer build.


This ^^^^ sadly.

Same for a number of other spell schools and play styles.

A lot of build options and play styles from older editions never really came to 5th edition or anything from supplemental books for it.

Illusion magic was probably the hardest hit.
It used to have spells called shadow evocation & shadow conjuration which allowed you to mimic evocation spells & conjuration spells.
When used on a foe they caused damage unless the foe made the save and realized they were not real.
I think Necro Wizard-2/Death Cleric-10 will be the best for twin cantrips.
Originally posted by Erkenwald:
Death Domain Cleric will bring the damage type back to viable in Act 2.

As Lvl 6 they start ignoring necrotic resistance.
You're a true necromancer after my own heart for reviving a 10 month old topic.

But yes, I am really looking forward to the new Death Domain Cleric subclass. Still hate Larian for killing this game, but I can't lie, I'm rather looking forward to patch 8 dropping just to get my hands on Death Cleric. Finally I'll be able to play as evil Shadowheart the way I wanted to the first time! :TrueDeath:
They should switch Shadowheart to Death Domain by default.
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Date Posted: May 4, 2024 @ 4:27am
Posts: 17