Welcome to the Best BG3 Necromancer Build. The Necromancer is a subclass of the Wizard Class and is a very skilled spellcaster with access to plenty of Necromancy spells. You will be able to animate the dead and bend them to your will.

This build transforms the Wizard from a mere scholar into a Deathlord, capable of siphoning the life force of enemies to fuel an unstoppable army of the undead.


Table of Contents for the BG3 Necromancer Build:

Please visit our Best BG3 Builds overview page for more builds. If you are interested in more Wizard subclass builds, check our BG3 Wizard Builds category page. To get an overview of all classes, please visit the BG3 Classes overview page.


Necromancer Strengths

  • HARD-HITTING NECROTIC SPELLS
  • HIGH AMOUNT OF SUMMONS
  • UNMATCHED SELECTION OF SPELLS
  • NECROMANCY OF THAY BOOK

Necromancer Weaknesses

  • WEAK IN MELEE
  • NO ARMOUR, ONLY CLOTHING
  • LESS EFFECTIVE AT CLOSE RANGE

BG3 Necromancer Build Overview

BG3 Necromancer Build Summon Army of the Undead

Here is a quick overview of the Wizard class and the Necromancy School subclass. If you’re already familiar with them, please skip this section.

Subclass Selection: We will select the Necromancy Subclass at Level 2.

Wizard Class Summary

The Wizard is the most astute spellcaster in Baldur’s Gate 3, with access to a huge array of spells. It makes the perfect starting point for a Necromancer Build.

Wizard Class Benefits

Arcane Recovery (Level 1)

  • You can spend Arcane Recovery Charges to recover spent Spell Slots.
  • You accumulate more Arcane Recovery Charges as you level up, and they are recovered during Long Rests.

Weapon Proficiencies

  • Weapon Proficiency with Daggers, Quarterstaves and Light Crossbows.

Necromancy School Subclass Summary

The Necromancy subclass provides a mix of turn-based efficiency, survivability, and massive buffs to summoned units.

As a reminder, we can select the Necromancy Subclass at Level 2.

Necromancy School Benefits

Necromancy Savant (Level 2)

  • Learning Necromancy spells from scrolls costs only 25 gold per spell level (reduced from 50).

Grim Harvest (Level 3)

  • Once per turn, killing a creature with a spell heals you for 2x the spell slot level used.
  • Necromancy Spell Bonus: Healing increases to 3x the spell slot level.
  • Note: This does not trigger on Constructs or Undead.

Undead Thralls (Level 6)

A collection of powerful passive features that boost your ability to summon undead minions:

Animate Dead

  • You gain the Animate Dead Spell, allowing you to summon a variety of undead minions.
  • Stronger minions can be summoned by upcasting the spell.

Additional Undead

  • When you use Animate Dead, you can summon an additional corpse.

Better Summons

  • Minions created with Animate Dead have additional HP equal to your Wizard Level.
  • Your Proficiency Bonus is added to the attack damage of your undead minions.

Inured to Undeath (Level 10)

  • You are Resistant to Necrotic Damage, and your maximum HP cannot be reduced.

Character Creation (Level 1) – BG3 Necromancer Build

In this section, we will walk you through the Character Creation for your BG3 Necromancer Build, including the best Race, Background, Skills, Abilities, Spells and Cantrips.

Subclass Selection: We will select the Necromancy Subclass at Level 2.

Top 5 Necro Races

You can use any race for the BG3 Necromancer Build; the differences between the races are quite mild. However, there are a few that are a little more useful than average. The table below summarises the best five Necromancer races.

To optimize your Necromancer, look for races that offer utility beyond raw stats, such as:

Race Strengths Info
wood elf icon bg3

Wood Elf

  • Proficiency in Stealth and Perception
  • Extra Weapon Proficiencies:
    • Shortswords
    • Longswords
    • Shortbows
    • Longbows
  • Fey Ancestry
    • Advantage against Charmed
    • Immune to Magical Sleep
  • Darkvision
  • Fleet of Foot – 1.5 metres of extra Movement Speed
Wood Elves are one of the best races in BG3, thanks to their increased Movement Speed which can give you an upper hand in many situations.

Their immunity to Sleep is especially useful in the early-game, where your low HP will cause you to fall victim to enemy mages who love to cast the Sleep spell.

You can also choose Wood Half-Elf, which comes with many of the same benefits.

High Elf

  • Proficiency in and Perception
  • Extra Weapon Proficiencies:
    • Shortswords
    • Longswords
    • Shortbows
    • Longbows
  • Fey Ancestry
    • Advantage against Charmed
    • Immune to Magical Sleep
  • Darkvision
  • Choose an extra Cantrip (cast with Intelligence)
 

Very similar to Wood Elf, but missing the Stealth Proficiency and doesn’t get extra Movement Speed.

You can choose an extra Cantrip to learn, which is handy but not super important.

duergar icon bg3

Duergar

With their wide choice of armour and weapon proficiencies, and resistances to poison, charm, and paralysis, Duergar are one of the strongest races in BG3.

The only downside of Duergar is their small stature – this reduces their base Movement Speed to 7.5 metres per turn (most races get 9 metres).

lolth drow icon bg3

Lolth-Sworn Drow

Drow have similar bonuses to other Elves, but also come with a couple of extra Spells and Superior Darkvision.

You can choose Seldarine Drow instead if you want; they are functionally identical but have a different backstory to their Lolth-Sworn brethren.

Deep Gnome

The Deep Gnome does a good job of shrugging off a variety of hostile conditions, thanks to its Gnome Cunning. They can also see in the dark.

However, their small size means that they have reduced Movement Speed, like the Duergar.

Wood Elf

wood elf icon bg3

The Wood Elf (or Wood Half-Elf) is a top-tier choice for a Necromancer. Necromancy Wizards are naturally “squishy” and immobile; this race directly compensates for those weaknesses.

  • Proficiency in Stealth and Perception
  • Extra Weapon Proficiencies:
    • Shortswords
    • Longswords
    • Shortbows
    • Longbows
  • Fey Ancestry
    • Advantage against Charmed
    • Immune to Magical Sleep
  • Darkvision
  • Fleet of Foot – 1.5 metres of extra Movement Speed

High Elf

Very similar to Wood Elf, but missing the Stealth Proficiency and doesn’t get extra Movement Speed.

You can choose an extra Cantrip to learn, which is handy but not super important.

  • Proficiency in  Perception
  • Extra Weapon Proficiencies:
    • Shortswords
    • Longswords
    • Shortbows
    • Longbows
  • Fey Ancestry
    • Advantage against Charmed
    • Immune to Magical Sleep
  • Darkvision
  • Choose an extra Cantrip (cast with Intelligence)

 

 

Duergar

duergar icon bg3

With their wide choice of armour and weapon proficiencies, and resistances to poison, charm, and paralysis, Duergar are one of the stronger races in BG3.

The only downside of Duergar is their small stature, which reduces their base Movement Speed to 7.5 metres per turn (most races get 9 metres).

Lolth-Sworn Drow

lolth drow icon bg3

Drow have similar bonuses to other Elves, but also come with a couple of extra Spells and Superior Darkvision.

You can choose Seldarine Drow instead if you want; they are functionally identical but have a different backstory to their Lolth-Sworn brethren.

Deep Gnome

The Deep Gnome does a good job of shrugging off a variety of hostile conditions, thanks to its Gnome Cunning. They can also see in the dark.

However, their small size means that they have reduced Movement Speed, like the Duergar.

Starting Cantrips

The BG3 Necromancer Build (Wizard) can select three Cantrips to start the game with. Cantrips are basic spells that do not consume a spell slot when cast, effectively meaning you can cast them as often as you like without limitations.

We recommend choosing the following Cantrips to start the game with:

Cantrips Selection

Fire Bolt

  • Hurl a mote of Fire, dealing 1-10 Fire Damage.
  • Use this as your main damage Cantrip.

Ray of Frost

  • Call forth a beam of Frost, reducing the target’s movement speed and dealing 1-8 Cold Damage.
  • Use this when you need to slow down an enemy.

Acid Splash

  • Hurl a bubble of Acid that deals 1-6 Acid Damage.
  • This has a small AOE, so it’s good to use when there are multiple enemies in a tight space.

Note that if you chose High Elf as your race, then you can choose Fire Bolt as your High Elf Cantrip and therefore get an extra Cantrip from the Wizard list. In that case, we also recommend choosing Bone Chill. It deals 1-8 Necrotic Damage, prevents an enemy from regaining HP and also inflicts Disadvantage on Undead Attack Rolls.

Starting Spells

The Necromancer Build (Wizard) lets you learn 6 Spells in Character Creation, but you will only be able to Prepare  (equip) 4 of them.

Wizards use a “Learn vs. Prepare” system. Here is the fast breakdown:

  • Learned Spells: You pick 6 spells at Level 1, but these are just in your “library.”
  • Prepared Spells: You can only use spells that are currently Prepared (initially 4 slots).
  • Swap Anytime: Outside of combat, you can open your spellbook and swap your Prepared Spells for free.

With that in mind, we recommend Learning the following spells:

Spell Selection

Mage Armour

Essential Defensive Buff since we cannot wear traditional armor, this is your most important spell. It sets your Armor Class (AC) to 13 + Dexterity Modifier.

  • Duration: Lasts until your next Long Rest.

Pro-Tip: Cast this immediately after waking up at camp. It does not require “Concentration,” so it stays active even if you cast other big spells.

Magic Missile

Magic Missiles shoot three projectiles that each deal 2-5 Force Damage (Never Misses). This is arguably the most reliable spell in the game because it cannot miss.

  • Guaranteed Damage: Perfect for killing enemies with low HP or high Armor Class (AC) who are hard to hit with regular attacks.
  • Multiple Targets: You can aim all three missiles at one enemy or split them between different targets.
  • Level Scaling: As you level up and find gear, this becomes a top-tier boss killer.

Thunderwave

The “Cliff-Pusher” is arguably the best Level 1 combat spell. It deals 2-16 Thunder Damage in a cone and forcefully knocks enemies back.

  • Environmental Kills: Use this to blast enemies off ledges or cliffs for massive fall damage (or instant death).
  • Crowd Control: Excellent for clearing space if you get surrounded by melee attackers.

Witch Bolt

Link yourself to an enemy with a high-damage lightning arc. It deals 1-12 Lightning Damage and allows you to reactivate the link for guaranteed damage on subsequent turns.

  • Efficiency: Once the initial hit connects, you can deal damage every turn without spending more spell slots.
  • Concentration: This requires you to maintain your Concentration. If you takes damage and fails a check, the link breaks.

Pro-Tip: Use this on high-HP targets like bosses to ensure steady, reliable damage throughout the fight.

Chromatic Orb

Hurl a Sphere of Energy, dealing 2-8 Thunder, Acid, Cold, Fire, Lightning or Poison Damage (of your choice) and create a surface of that type.

  • Elemental Weakness: Perfect for targeting an enemy’s specific vulnerability (e.g., using Fire on a wooden creature).
  • Surface Control: Use Ice to make enemies slip and fall, or Acid to lower their Armor Class.

Pro-Tip: Throw a Lighting orb at an enemy standing in water for a massive Area-of-Effect (AoE) shock.

Grease

Creates a massive 8-meter pool of slippery grease that slows enemies down and can knock them Prone, ending their turn.

  • Crowd Control: Forcing enemies to fall down is a great way to waste their movement and make them easy targets.

Pro Tip: Grease is highly flammable. If enemies get stuck in it, follow up with a Fire Bolt or Fireball to ignite the surface for massive explosive damage.

Recommended Spells to prepare:

This will give you a good spell for any situation. Please keep in mind that if someone else in your party already uses something similar, swap it out for something else!

Background & Skills

Your most important Abilities for the Wizard Necromancer are going to be Intelligence and Dexterity. For optimal results, you should choose your Background and Skills accordingly.

We recommend choosing the Sage Background, which gives you two Skill Proficiencies:

Sage Background

  • Arcana (INT) – Recognise and interact with magical objects during your exploration.
  • History (INT) – Recall historical details about the world around you. It can sometimes open up additional dialogue options.

You can now choose two additional Skills to be Proficient with. Make sure you have these two covered:

Skills

  • Investigation (INT) – You are better at noticing and deducing hidden details. Can open up extra dialogue options.
  • Religion (INT) – Recognise religious icons and recall details about religions that you may encounter on your adventure.

Ability Points

Intelligence is your primary stat, but your survivability depends on Dexterity and Constitution.

  • Intelligence (Primary): Increases your Spell Save DC and Attack Rolls. High Intelligence ensures your spells actually land and your enemies fail their saving throws.
  • Dexterity (Defense): Since Wizards lack Armor Proficiency, Dexterity is your main source of Armour Class (AC). It also improves your Initiative, letting you summon minions before enemies move.
  • Constitution (HP & Concentration): Increases your Max HP and helps you pass Concentration Checks. This is vital for maintaining powerful “ongoing” Necromancy spells after taking damage.

With all of this in mind, we recommend an ability spread something like this:

  • 8 Strength
  • 16 Dexterity
  • 14 Constitution
  • 16 Intelligence
  • 10 Wisdom
  • 10 Charisma

Important Tip:

  • The “Even Number” Rule: In Baldur’s Gate 3, only even numbers (12, 14, 16) increase your actual modifier. An 11 is functionally the same as a 10, so we aim for even numbers to maximize efficiency.

Prepare Spells

Like we already mentioned in the Spells section of this BG3 Necromancer Build, learning and preparing spells are different mechanics.

  • Learned Spells: You pick 6 spells at Level 1, but these are just in your “library.”
  • Prepared Spells: You can only use spells that are currently Prepared (initially 4 slots).
  • Swap Anytime: Outside of combat, you can open your spellbook and swap your Prepared Spells for free.

Recommended Spells to prepare:

This will give you a good spell for any situation. Please keep in mind that if someone else in your party already uses something similar, swap it out for something else!


BG3 Necromancer Leveling Guide (2-12)

We will now walk through the process of leveling up your Necromancy Wizard in Baldur’s Gate 3. For ease of reading, we’ve split this part up into early, mid, and late game leveling sections.

We’ve listed what we think are the strongest or most useful spells and cantrips to unlock at each level, but don’t shy away from experimenting with other spells.

  1. Early Game (2-4)
  2. Mid Game (5-8)
  3. Late Game (9-12)

Early-Game Leveling Process (2-4)

We’ll start with the early game, at levels 2-4.

Level 2 (Subclass Selection)

At Level 2, you need to choose your Subclass. The Wizard class has a total of 9 different subclasses (Abjuration, Evocation, Necromancy, Conjuration, Enchantment, Divination, Illusion, Transmutation and Bladesinging). For this build, we’ll be going with the Necromancy Subclass.

At this level, your Necromancer gains:

Necromancy Savant

  • Halves the cost to learn Necromancy Spells from Scrolls.

Grim Harvest

  • Once per turn, killing an enemy with a spell heals you for an amount equal to double the level of the Spell Slot used (triple if it was a Necromancy Spell).
  • Doesn’t work if the slain enemy was an Undead or Construct.

Learn 2 more Spells:

New Spells

Tasha’s Hideous Laughter

  • If the target fails the Saving Throw, they are overcome with a laughing fit.
  • This is a “hard CC” effect that prevents the victim from doing anything.

Sleep – A great early-game stun spell.

  • It can put one or several enemies up to a HP limit into a magical slumber.
  • This spell cannot be blocked by a Saving Throw, but the victim will wake up if they take damage, get Shoved or Helped.

Level 3

At Level 3, the Necromancer build gains another Arcane Recovery charge, increasing the number of Spell Slots they can replenish without needing a Long Rest.

You gain 1 level 1 slot and two level 2 slots. We recommend learning the following Spells:

New Spells

Cloud of Daggers

  • Deals AoE Slashing Damage and can be placed in tight areas where enemies have to get to you.
  • They will walk through it and get high damage.

Misty Step

  • Teleport to a valid location within 18 metres.
  • Only uses a Bonus Action, so you can attack on the same turn.

Level 4

At Level 4, it’s time to choose a Feat to unlock for your Necromancer Build in BG3.

New Feat

  • Feat: Ability Improvement
  • Recommendation: Put both points into  Intelligence.
  • Result: You reach 18  Intelligence, which increases your Spell Hit Chance and your Spell Save DC (making it harder for enemies to dodge your attacks).

You can also select another Cantrip; we recommend:

New Cantrip

Shocking Grasp

  • Melee Cantrip with Advantage against enemies with metal armour.
  • It applies the Shocked condition, preventing the victim from taking Reactions.
  • This can be used to help you run away from a melee heavy hitter without incurring an Opportunity Attack.
  • Ensure that Shocked was applied before running away, or you’ll still risk an opportunity attack.

You’ll be able to Learn 2 more Spells here, too.  We recommend picking up the following Spells:

New Spells

Enlarge/Reduce

  • A handy spell that allows you to Enlarge or Reduce the size of yourself or an ally.
  • Enlarged characters deal more damage in melee and are better at Strength Checks.
  • Smaller characters may be able to access small passageways to access hidden areas.
  • This works well if you have a melee heavy-hitter in your party, such as a Fighter, Barbarian or Paladin.

Hold Person

  • A powerful hard stun that completely paralyses a humanoid target, unless they succeed on a Saving Throw.
  • A victim of Hold Person will always take Critical Hits from melee attacks, making them very vulnerable to damage.
  • They will attempt a new Saving Throw at the start of each turn.

Mid-Game Leveling Process (5-8)

We’ll now go through the mid-game leveling, at levels 5-8.

Level 5

Level 5 is the definitive turning point for the Necromancer. This is where you finally can start raising undead because of the Animate Dead spell.

Your Proficiency Bonus is improved to +3, meaning you’ll now get a +3 bonus to all Skill rolls that your character has Proficiency for.

Your Arcane Recovery charge is increased to 3, too, again improving the amount of Spell Slots you can replenish with this ability.

You also unlock Third Level Spells at this level, too. Some First and Second-Level spells can be upcasted to the Third Level to make them more powerful.

As usual, you can choose two spells to Learn. We recommend:

New Spells

Animate Dead

  • You can create an undead servant from a corpse.
  • Later on, you can upcast the spell to summon more powerful undead, or several undead at once.
  • You can use the spell outside of combat to create a squadron of undead, so that when the combat starts, you can spend your Actions on other spells.

Fireball

  • This is a very powerful AOE spell, dealing 8-48 Fire Damage to everything in a 12-metre wide area, with a range of up to 18 metres.
  • Targets that perform a Saving Throw will still take half of the damage.

Level 6

At Level 6, your Necromancer finally gets some Necromancy subclass-specific features. You can animate more dead, and they will become more powerful.

You get another Third Level Spell Slot, taking your total up to three.

Undead Thralls: Additional Undead

  • When you use Animate Dead, you can raise an additional corpse.

Undead Thralls: Better Summons

  • Creatures created with Animate Dead have additional hit points equal to your wizard level, and your Proficiency bonus is added to their damage.

You get to learn two additional Spells:

New Spells

Counterspell

  • Nullify another creature’s spell as a Reaction.
  • This is great for interrupting powerful enemy spells.
  • If the target spell is above Third Level, you must Upcast your Counterspell or pass a spell roll to block it.

Vampiric Touch

  • Deal Necrotic Damage and siphon the target’s life force to regain half as many hit points.
  • This gives your Wizard some melee capability, but you can use a different spell if you stay at range 100% of the time.

Level 7

Azer Summon BG3 Necromancer Build

At Level 7 for your Necromancer Wizard Build, you unlock the following:

  • Arcane Recovery Slots increased to 4.
  • Access to Fourth Level Spells.
  • One Fourth Level Spell Slot.

Learn two more Spells. We recommend choosing:

New Spells

Conjure Minor Elemental

  • This lets you conjure a Minor Elemental, making your summon army even bigger.
  • We prefer the Azer summon, but check out the others to see which one you like best.

Blight

  • Deals 8-64 Necrotic Damage to a single target.
  • Plants are more vulnerable, rolling a Disadvantage on their Saving Throw.
  • Remember that Undead and Constructs are immune to Necrotic Damage.

Level 8

At Level 8, you can choose another Feat.

New Feat

  • Feat: Ability Improvement
  • Recommendation: Put both points into  Intelligence.
  • Result: You reach 20  Intelligence, which increases your Spell Hit Chance and your Spell Save DC (making it harder for enemies to dodge your attacks).

Since you increased your Intelligence to 20, this time around you’ll get two new slots for Prepared Spells, instead of the usual one.

You can Learn two more Spells, as usual. Good options are:

New Spells

Dimension Door

  • Teleport yourself and one adjacent ally to a location within sight.
  • This is great for getting a couple of characters into an advantageous position or to escape from a dangerous one.

Confusion

  • An AoE Spell that causes those within to become Confused, randomly attacking, wandering around, or passing their turn.
  • They can resist the effects with a Wisdom Saving Throw.

Since you increased your Intelligence to 20, this time around you’ll get two new slots for Prepared Spells, instead of the usual one.


Late-Game Leveling Process (9-12)

We’ll now go through the end-game levels for the Baldur’s Gate 3 Necromancer Build, Levels 9-12.

Level 9

At Level 9 of your BG3 Necromancer Build, you gain access to even more powerful magic. You’ll unlock the following features here:

  • Arcane Recovery Slots increased to 5.
  • Another Fourth Level Spell Slot, giving you three in total.
  • One Fifth Level Spell Slot, and the ability to Learn and Prepare Fifth Level Spells.

Learn two more Spells. We recommend:

New Spells

Hold Monster

  • Paralyse a creature.
  • It can’t move, act, or react.
  • Attacks from within 3 metres are always Critical Hits.
  • Lasts for up to 10 turns, as long as you maintain Concentration.
  • This is an upgraded version of Hold Person that can be used against any target.
  • You can unprepare Hold Person and replace it with this spell.

Conjure Elemental

  • With this, we can summon even more powerful creatures.

Level 10

At Level 10, you unlock the following:

  • Choose one more Cantrip. We already picked all the best options, so you can choose whatever you like here.
  • Unlock another Fifth Level Spell Slot, giving you two in total.

New Passive

Inured to Undeath

  • Resistant to Necrotic Damage, and moreover, your hit point maximum cannot be reduced.

Learn two more Spells. We recommend:

New Spells

Cone of Cold

  • Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands.
  • Deals 8-64 Cold Damage to targets within 9 metres.

Cloudkill

  • Craft a large cloud that inflicts 5-40 Poison Damage per turn.
  • You can reposition the cloud every turn. The cloud Heavily Obscures everything within it. Requires Concentration.

Level 11

At Level 11 you’ll gain access to the most powerful magic available in Baldur’s Gate 3, making your necromancer build even stronger.

At this point, you’ll get:

  • Another Arcane Recovery Charge that brings your total number to 6.
  • One Sixth Level Spell Slot, and the ability to learn Spells of this tier.

Learn two more Spells. We recommend choosing:

New Spells

Disintegrate

  • Going with the Necromancy theme, Disintegrate is one of the most powerful Spells in the game.
  • It shoots a thin green ray from your finger, dealing up to 100 Force Damage.
  • If you reduce the enemy’s hit points to 0, it disintegrates.

Circle of Death

  • Sculpt a massive sphere of entropic energy around a creature.
  • Devastate the target and all surrounding creatures with Necrotic Damage.

Level 12 – Max Level

BG3 Necromancer Build prepared spells level 12 max

Congratulations, you reached level 12 with your BG3 Necromancer Build.

At Level 12, your Necromancer unlocks the following:

New Feat

  • Feat: War Caster
  • Advantage on Concentration: You are now much less likely to lose your spells when taking damage.
  • Shocking Grasp Reaction: You can now use a magical reaction to “zap” enemies who try to run away from you, preventing them from escaping your damage aura.

Learn two more Spells. We recommend:

New Spells

Create Undead (Mummy)

  • You can raise a corpse as a heinous mummy who fights by your side.

Wall of Ice

  • High damage Spell that raises a wall of solid ice that deals Cold Damage to nearby creatures.
  • Covers a huge area, and you can decide where it is placed.

BG3 Necromancer Build Equipment

The Necromancer Build for Baldur’s Gate 3 also benefits from some cool equipment you can get.

We have included both an early game and a late game section for equipment, so you can use this build no matter how far through the game you are.

Don’t worry if you don’t have all of the listed equipment, and feel free to try out different items and combinations too. This is just a guideline and the build can still work great with some of the equipment changed.

Early-Game Equipment

Early-Game equipment is available in Act I and the earlier parts of Act II. It is generally less powerful than the late-game version of the build.

Slot Icon Item Effects Location
Head the shadespell circlet icon bg3 The Shadespell Circlet
  • When obscured in Shadow, gain +1 Spell Save DC
Sold by Omeluum in the Underdark, after helping him to investigate the Parasite
Cloak cloak of protection Icon BG3 Cloak of Protection
  • +1 to Armour Class and Saving Throws
Purchased from Quartermaster Talli in Last Light Inn
Chest the protecty sparkswall icon bg3 The Protecty Sparkswall
  • +1 to Spell Save DC
  • +1 to Armour Class and Saving Throws if you have at least 1 Lightning Charge
Looted from a gilded chest at the far end of the trapped bridge in Grymforge
Gloves Bracers of Defence Icon BG3 Bracers of Defence
  • +2 to Armour Class, if you have no armour or shield equipped
Looted from a gilded chest in the secret area of the Apothecary’s Cellar
Boots boots of genial striding icon BG3 Boots of Genial Striding
  • You cannot be slowed down by Difficult Terrain
Sold by Blurg in the Myconid Colony
Necklace pearl of power amulet icon bg3 Pearl of Power Amulet
  • Recover a Spell Slot up to Third Level, once per Long Rest
Sold by Omeluum in the Myconid Colony
Ring 1 ring of protection Icon BG3 Ring of Protection
  • +1 to Armour Class and Saving Throws
Steal the Sacred Idol in Druid Grove (quest)
Ring 2 crushers ring icon bg3 Crusher’s Ring
  • +3 metres Movement Speed per turn
Dropped by Crusher in the Goblin Camp
Main Weapon the spellsparkler icon bg3 The Spellsparkler
  • Gain 2 Lightning Charges when you deal damage with a Spell or Cantrip
  • Each charge has a +1 bonus to Attack Rolls and +1 bonus Lightning Damage on attacks
  • Reaching 5 charges consumes them all to deal 1d8 bonus Lightning Damage
Rescue Counsellor Florrick from the fire in Waukeen’s Rest
Second Weapon Any
  • You can equip any Ranged Weapon that you have Profiency with
  • We’ll usually use Cantrips, so won’t get much use out of this weapon
N/A

Head: the shadespell circlet icon bg3The Shadespell Circlet

  • When obscured in Shadow, gain +1 Spell Save DC.
  • Location: Sold by Omeluum in the Underdark, after helping him to investigate the Parasite.

Cloak: cloak of protection Icon BG3Cloak of Protection

  • +1 to Armour Class and Saving Throws.
  • Location: Purchased from Quartermaster Talli in Last Light Inn.

Chest: the protecty sparkswall icon bg3The Protecty Sparkswall

  • +1 to Spell Save DC.
  • +1 to Armour Class and Saving Throws if you have at least 1 Lightning Charge.
  • Location: Looted from a gilded chest at the far end of the trapped bridge in Grymforge X: -645 Y: 360.

Gloves: Bracers of Defence Icon BG3Bracers of Defence

  • +2 to Armour Class, if you have no armour or shield equipped.
  • Location: Looted from a gilded chest in the secret area of the Apothecary’s Cellar.

Boots: boots of genial striding icon BG3Boots of Genial Striding

  • You cannot be slowed down by Difficult Terrain.
  • Location: Sold by Blurg in the Myconid Colony.

Necklace: pearl of power amulet icon bg3Pearl of Power Amulet

  • Recover a Spell Slot up to Third Level, once per Long Rest.
  • Location: Sold by Omeluum in the Myconid Colony.

Ring 1: ring of protection Icon BG3Ring of Protection

  • +1 to Armour Class and Saving Throws.
  • Location: Steal the Sacred Idol in Druid Grove (quest).

Ring 2: crushers ring icon bg3Crusher’s Ring

  • +3 metres Movement Speed per turn.
  • Location: Dropped by Crusher in the Goblin Camp.

Main Weapon: the spellsparkler icon bg3The Spellsparkler

  • Gain 2 Lightning Charges when you deal damage with a Spell or Cantrip.
  • Each charge has a +1 bonus to Attack Rolls and +1 bonus Lightning Damage on attacks.
  • Reaching 5 charges consumes them all to deal 1d8 bonus Lightning Damage.
  • Location: Rescue Counsellor Florrick from the fire in Waukeen’s Rest.

Second Weapon: Any

  • You can equip any Ranged Weapon that you have Profiency with.
  • We’ll usually use Cantrips, so won’t get much use out of this weapon.

Late-Game Equipment

The table below shows the recommended late-game setup for the Necromancy Wizard. In the late-game, we will be putting a little more emphasis on improving the Spell Save Difficulty Class stat, making it harder for enemies to succeed their Saving Throws against our spells.

Slot Icon Item Effects Location
Head hood of the weave Icon BG3 Hood of the Weave
  • Gain +2 Spell Save DC at all times
Sold by Mystic Carrion in Philgrave’s Mansion
Cloak cloak of the weave Icon BG3 Cloak of the Weave
  • +1 to Spell Save DC and Spell Attack Rolls
Sold by Helsik at the Devil’s Fee, once her special stock is unlocked
Chest robe of the weave icon bg3 Robe of the Weave
  • +2 Armour Class
  • +1 Spell Save DC and Spell Attack Rolls
  • Whenever you succeed a Saving Throw against a spell, restore 1d6 HP
Inside a Globe of Invulnerability in Ramazith’s Tower
Gloves helldusk gloves Icon BG3 Helldusk Gloves
  • +1 to Strength Saving Throws
  • +1 to Spell Save DC and Spell Attack Rolls
  • Rays of Fire (Unique Cantrip)
Dropped by Haarlep in the House of Hope.
Boots helldusk boots Icon BG3 Helldusk Boots
  • You cannot be forcefully moved by enemy Spells or Actions
  • You’re immune to Difficult Terrain
  • You can use a Reaction to succeed a Saving Throw that you were about to fail
Looted from a locked gilded chest on the top floor of Wyrm’s Rock Fortress
Necklace spellcrux amulet icon bg3 Spellcrux Amulet
  • Recover a Spell Slot of any level, once per Long Rest
  • Can be used in combat, and only requires a Bonus Action
Looted from the Warden in Moonrise Towers Prison
Ring 1 ring of protection Icon BG3 Ring of Protection
  • +1 to Armour Class and Saving Throws
Steal the Sacred Idol in Druid Grove (quest)
Ring 2 Crypt Lord Ring
  • Lets you cast Create Undead without needing a Spell Slot, once per Long Rest
Rewarded by Mystic Carrion for finding his servant, ensuring that Thrumbo survives
Main Weapon markoheshir Icon BG3 Markoheshkir
  • +1 to Spell Save DC and Spell Attack Rolls
  • Arcane Battery – Cast any spell for free, once per Long Rest
  • Kereska’s Favour, once per Long Rest
Found inside a Globe of Invulnerability in Ramazith’s Tower
Second Weapon Any
  • You can equip any Ranged Weapon that you have Profiency with
  • We’ll usually use Cantrips, so won’t get much use out of this weapon
N/A

Head: hood of the weave Icon BG3Hood of the Weave

  • Gain +2 Spell Save DC at all times.

Location: Sold by Mystic Carrion in Philgrave’s Mansion.

Cloak: cloak of the weave Icon BG3Cloak of the Weave

  • +1 to Spell Save DC and Spell Attack Rolls.

Location: Sold by Helsik at the Devil’s Fee, once her special stock is unlocked.

Chest: robe of the weave icon bg3Robe of the Weave

  • +2 Armour Class.
  • +1 Spell Save DC and Spell Attack Rolls.
  • Whenever you succeed a Saving Throw against a spell, restore 1d6 HP.

Location: Inside a Globe of Invulnerability in Ramazith’s Tower.

Gloves: helldusk gloves Icon BG3Helldusk Gloves

  • +1 to Strength Saving Throws.
  • +1 to Spell Save DC and Spell Attack Rolls.
  • Rays of Fire (Unique Cantrip).

Location: Dropped by Haarlep in the House of Hope.

Boots: helldusk boots Icon BG3Helldusk Boots

  • You cannot be forcefully moved by enemy Spells or Actions.
  • You’re immune to Difficult Terrain.
  • You can use a Reaction to succeed a Saving Throw that you were about to fail.

Location: Looted from a locked gilded chest on the top floor of Wyrm’s Rock Fortress.

Necklace: spellcrux amulet icon bg3Spellcrux Amulet

  • Recover a Spell Slot of any level, once per Long Rest.
  • Can be used in combat, and only requires a Bonus Action.

Location: Looted from the Warden in Moonrise Towers Prison.

Ring 1: ring of protection Icon BG3Ring of Protection

  • +1 to Armour Class and Saving Throws.

Location: Steal the Sacred Idol in Druid Grove (quest).

Ring 2: Crypt Lord Ring

  • Lets you cast Create Undead without needing a Spell Slot, once per Long Rest

Location: Rewarded by Mystic Carrion for finding his servant, ensuring that Thrumbo survives.

Main Weapon: markoheshir Icon BG3Markoheshkir

  • +1 to Spell Save DC and Spell Attack Rolls.
  • Arcane Battery – Cast any spell for free, once per Long Rest.
  • Kereska’s Favour, once per Long Rest.

Location: Found inside a Globe of Invulnerability in Ramazith’s Tower.

Second Weapon: Any

  • You can equip any Ranged Weapon that you have Profiency with.
  • We’ll usually use Cantrips, so won’t get much use out of this weapon.

markoheshir Icon BG3Markoheshkir Additional Info

A Legendary quarterstaff, markoheshir Icon BG3 Markoheshkir is one of the strongest weapons in the game for “full spellcaster” characters. It gives several bonuses:

  • +1 bonus to Spell Save DC and Spell Attack Rolls
  • Arcane Battery: Once per Long Rest, remove the Spell Slot cost of your next spell.

Kereska’s Favour

Gain a special elemental buff of your choice until your next Long Rest, unlocking a special buff and new abilities. This is especially good because it doesn’t require Concentration. You can choose from the following variants:

Sizzling Cataclysm

Gain 50% Resistance to Acid Damage. Can cast Melf’s Acid Arrow and Hunger of Hadar once per Short Rest. Acid Spells deal extra Acid Damage equal to your Proficiency Bonus. When you deal Spell damage, you inflict 1 turn of Noxious Fumes, causing nearby creatures to take 1d4 Acid Damage per turn.

Deadlier than Arsenic

Gain 50% Resistance to Poison Damage. Can cast Cloudkill and Ray of Sickness once per Short Rest. Poison Spells deal extra Poison Damage equal to your Proficiency Bonus. When you deal Spell damage, you inflict 1 turn of Poisoned on the target, causing Disadvantage on Attack Rolls and Ability Checks.

Bone-Shaking Thunder

Gain 50% Resistance to Thunder Damage. Can cast Shatter and Destructive Wave once per Short Rest. Thunder Spells deal extra Thunder Damage equal to your Proficiency Bonus. When you deal Spell damage, you inflict 1 turn of Reverberation on the target, causing a -1 penalty to Strength, Dexterity and Constitution Saving Throws.

Bolts of Doom

Gain 50% Resistance to Lightning Damage. Can cast Chain Lightning and Lightning Bolt once per Short Rest. Lightning Spells deal extra Lightning Damage equal to your Proficiency Bonus. When you deal Spell damage, you gain 1 Lightning Charge.

Frost of Dark Winter

Gain 50% Resistance to Cold Damage. Can cast Cone of Cold and Ice Storm once per Short Rest. Cold Spells deal extra Cold Damage equal to your Proficiency Bonus. When you deal Spell damage, you inflict 1 turn of Encrusted with Frost, causing Disadvantage on Dexterity Saving Throws and possibly Freezing the target if they reach 7 stacks.

Flame of Wrath

Gain 50% Resistance to Fire Damage. Can cast Fireball and Wall of Fire once per Short Rest. Fire Spells deal extra Fire Damage equal to your Proficiency Bonus. When you deal Spell damage, you gain 1 turn of Heat, causing you to take 1d4 Fire Damage per turn but allowing you to use Heat Convergence to convert your Heat stacks to bonus Fire damage on your next attack.


Necromancer Build Extra Info

Below is some additional info that will help you to play the Necromancer Build, including how to use the Necromancy of Thay book to perfect your necromantic abilities.

Necromancy of Thay Book & Dans Macabre Spell in BG3

What would a BG3 Necromancer Build be without the Necromancy of Thay book. This is one of the items that will boost the power of your Necromancer once again. Because if you manage to finish the quest you can summon 4 Ghouls via the Dans Macabre spell.

The spell doesn’t require corpses and you can stack 4 Ghouls on top of your other summons! Make sure to read our in-depth guide on how to get and how to open the Necromancy of Thay book in BG3.

Danse Macabre Spell in BG3 Summon Ghouls Necromancer Necromancy of Thay Book in Baldurs Gate 3 BG3 Necromancer


Best Party Composition

Your BG3 character will always perform better when they are in a party that synergises together nicely and works well as a team.

There are lots of awesome party compositions in BG3, with so many classes and subclasses, the possible combinations are almost limitless.

Here is a combo that works great for the Necromancy School Wizard:

A support Cleric who can heal and support your party members.

A melee heavy-hitter to overpower enemies who are bogged down by your summoned minions

A versatile melee/ranged combatant to fill in the gaps

If you want your Necromancer to be part of an evil-aligned party, you might also be interested in our Dark Urge Build, Minthara Build, Astarion Build or Lae’zel Build.


BG3 Necromancer Build Tips & Tricks

Maximizing the Necromancer requires balancing your own safety with the positioning of your horde.

1. Control the Battlefield

  • Meat Shields: Always keep your summons between you and the enemy. Let your undead soak up damage and “Action Economy” while you cast from the backline.
  • High Ground Advantage: Positioning yourself on elevated terrain grants a +2 bonus to Attack Rolls. Conversely, attacking from below imposes a penalty.
  • Avoid Threatened Space: Standing near a melee enemy imposes Disadvantage on your spells. If cornered, use the Disengage action or have a minion shove the enemy away so you can retreat safely.

2. Spell Slot Management

  • Cantrip Scaling: When you want to conserve Spell Slots, use Cantrips like Bone Chill or Fire Bolt. These scale in damage at levels 5 and 10, keeping them relevant throughout the game.
  • The “Last Resort” Melee: Only use your melee weapon if you are trapped and cannot cast or move. In most cases, it is better to use a defensive spell like Misty Step to reset your positioning.

3. Exploiting Undead Mechanics

  • Action Economy: Even if your summons do low damage, they force enemies to waste turns attacking them instead of your party.
  • Darkvision: Most undead have Darkvision. Use them to scout dark rooms or engage enemies in obscured areas where your human party members might struggle.

Necromancer Build Illithid Powers (optional)

BG3 Illithid Powers Skill tree

Illithid Powers are unlocked later in BG3 when you learn more about Mind Flayers and Tadpoles. By eating Jars of Mind Flayer Parasites you gain one point. This is another optional skill tree that you can get access to if you want. Here are some of the best Illithid Powers for the BG3 Wizard Build with the Necromancy School subclass:

 Concentrated Blast

  • Allows you to deal extra damage to a target when you are Concentrating on a spell.
  • Potentially also healing if the target is Concentrating too.

 Cull the Weak

  • When you reduce a creature’s hit points below a certain threshold, this power instantly kills it and deals 1-4 Psychic Damage to nearby enemies.
  • This is particularly effective when engaging groups of weaker foes, enabling you to thin their numbers rapidly.
  • You have quite a few AoE spells, which are pretty good at activating this effect.

 Fly

  • This can be used to reach hard to get to places or change positions in combat.

 Black Hole

  • This power creates an area-based effect that pulls in and slows targets.
  • It’s particularly useful for crowd control, allowing you to cluster enemies together for area-of-effect attacks or to isolate them from vulnerable allies.

 Psionic Backlash

  • This is a top-tier Reaction from the Illithid Powers skill tree in BG3.
  • This allows you to deal Psychic Damage when a nearby enemy casts a spell.
  • This is especially useful if the target is casting a Concentration Spell.
  • The damage from Psionic Backlash can immediately break their Concentration, ending the spell’s effects.