BG3 Necromancer Build: One Extra Undead Minion at Level 6 That Most Wizards Never Claim

Every Necromancy School wizard gets a mechanical bonus that most build guides mention in passing and then never actually quantify: an extra undead minion, stacked on top of whatever Animate Dead already gives you, unlocked the moment you hit level 6. It’s called Undead Thralls, and because nobody puts a number next to it, most players either forget it exists or assume it’s a minor flavor perk instead of a genuine doubling of your army at every spell slot tier.

This guide covers the actual mechanics behind that perk, the exact minion math by spell slot level, a gear and feat plan that doesn’t repeat the “just pick Wood Elf” advice you’ll find everywhere else, and a bug in the subclass’s healing feature that changes how reliable this build’s sustain loop really is. If you want the full generalist Wizard framework first — ability scores, spell list basics, cantrip picks — read our Wizard build guide before coming back here for the Necromancy-specific layer.

Quick Start: What to Prioritize First

If you’re starting a Necromancy wizard today, do these in order:

  • Pick Wizard at character creation and choose School of Necromancy at level 2 (subclasses unlock at level 2 for Wizard, not level 1).
  • Prioritize Intelligence first, then Constitution for concentration saves — Dexterity a distant third for AC.
  • Don’t buy every Necromancy scroll you see immediately; wait until level 6, since your entire kit before that is just a normal wizard with a 25gp scroll discount.
  • Save your first Level 3 spell slot for Animate Dead the moment you hit level 6 — this is the level where the subclass actually turns on.
  • Loot corpses as you go. Animate Dead can only be cast outside combat, so you need a corpse already on hand when a fight starts, not mid-encounter.
  • Don’t commit to a feat before level 4 — see the race/feat section below for why the “best race” advice you’ll read elsewhere is misleading.

How the Subclass Actually Works, Level by Level

Necromancy School front-loads almost nothing and back-loads everything into level 6. Here’s what you actually get, per the subclass’s own feature text [1]:

LevelFeatureWhat it does
2Necromancy SavantNecromancy scrolls cost 25gp to learn instead of the standard 50gp
2Grim HarvestRegain HP equal to 2x the spell slot level on a kill — 3x if the killing spell was Necromancy
6Undead Thralls: Animate DeadGrants the Animate Dead spell for free
6Undead Thralls: Additional UndeadRaise one extra corpse every time you cast Animate Dead
6Undead Thralls: Better SummonsYour undead gain bonus HP equal to your wizard level, and your proficiency bonus is added to their damage
10Inured to UndeathResistance to Necrotic damage; your maximum HP can no longer be reduced

The level 2 features are genuinely skippable — Necromancy Savant only saves gold, and until you have real Necromancy spells to cast, Grim Harvest has nothing to trigger off. The entire subclass identity sits at level 6, which is exactly why so many players bench Necromancy for the first third of the game and never circle back.

The Minion Math Nobody Actually Writes Out

Animate Dead is a level 3 spell with corpse requirements and upcast scaling most guides gesture at without spelling out [2]. The base spell needs a Medium or Small corpse in range, can only be cast outside combat, and the same corpse can be reused for future casts. Here’s what each slot level actually raises — before and after the Necromancy School bonus:

Slot usedBase resultWith Undead Thralls (Necromancy School)
3rd level1 Skeleton or Zombie2 Skeletons or Zombies
4th levelUp to 3 Skeletons or ZombiesUp to 4
5th level1 Ghoul or Flying Ghoul2
6th levelUp to 3 Ghouls or Flying GhoulsUp to 4

That’s the actual value of the level 6 perk: it’s not a flat +1 minion, it’s a straight doubling at the base tier and a meaningful add at every upcast tier above it. The catch is you can only ever have one instance of Animate Dead active — recasting it dismisses your existing undead and replaces them, so upcasting isn’t about stacking casts, it’s about deciding how much of your action economy you’re willing to spend refreshing a bigger batch [2]. If you unprepare the spell instead of recasting it, your existing undead stick around, which is the one loophole worth knowing before you respec.

The Bug That Changes Your Sustain Loop

Grim Harvest’s own description says Undead and Constructs don’t trigger the healing — a sensible restriction, since otherwise your skeletons finishing off enemy skeletons would heal you for free. In practice, that restriction isn’t implemented. There’s no such check in the game’s code, so Grim Harvest currently does heal you off undead and construct kills despite what the tooltip claims [3]. That’s not a huge deal against most human/beast enemy rosters, but it matters a lot in the handful of fights stacked with undead or constructs — your minions finishing those enemies off still triggers your self-heal, which none of the major build guides currently mention. Treat it as a bonus, not something to build around — Larian could patch the underlying code to match the tooltip at any time, and when a mechanic’s actual behavior contradicts its own description, that’s exactly the kind of thing worth flagging rather than presenting as guaranteed forever.

BG3 spellbook screen showing the School of Necromancy subclass selection
Necromancy Savant and Grim Harvest unlock at level 2 — but the subclass doesn’t really start until level 6.

Race and Feats: Resolving the Contradiction

Search for “best race for BG3 necromancer” and you’ll get Wood Elf, Tiefling, and High Elf recommendations that all sound confident and contradict each other. The honest answer is simpler and less satisfying: no race feature interacts with Animate Dead, Undead Thralls, or your minions at all [7]. Race choice for this build is entirely about compensating for what a Necromancy wizard is bad at, not about boosting the thing it’s good at.

That reframes the decision by what you actually need:

  • Squishy and getting focused down? A race with a mobility or defensive edge (extra movement, resistance) solves that — the undead don’t care what race summoned them.
  • Struggling to land control spells? A race with a bonus cantrip or saving throw advantage helps your action economy more than any minion-adjacent choice would.
  • Just want the simplest, no-tradeoff pick? High Elf gives an extra cantrip, weapon training as a backup option, and Fey Ancestry — it’s the “doesn’t actively hurt you” choice rather than the “best for necromancy” one [7].

Feats follow the same logic. The often-cited order is Spell Sniper at level 4 (extra cantrip, reduced crit threshold on spell attacks), then Ability Improvement for +2 Intelligence at level 8, then either another Ability Improvement or Lucky at level 12 depending on whether Intelligence is already capped [7]. War Caster is worth swapping in over Spell Sniper if you’re losing concentration on Vampiric Touch or other sustained Necromancy spells more than you’re missing crits — advantage on concentration saves solves a real problem this build actually has, while the extra cantrip from Spell Sniper is nice-to-have, not load-bearing. Because Withers lets you respec feats for free at any point, there’s no reason to lock this in blind at level 4 — try Spell Sniper first, and if concentration is what’s killing your runs, swap.

If You’re X, Prioritize Y

Player typeWhat to prioritize
New playerDon’t touch Necromancy spells before level 6 — level as a generic caster with control spells (Web, Grease) and switch on Undead Thralls the moment it unlocks. Don’t multiclass; a straight Wizard 12 is easiest to plan around.
Casual playerLoot every corpse you pass and keep one “ready” at all times so you’re never caught starting a fight with nothing to reanimate. Skip the gear optimization below — a generic INT-focused staff is fine until Act 3.
Hardcore / optimizerUpcast Animate Dead with your highest available slot at the start of a long rest day, not mid-dungeon — you want the biggest batch active for the most fights, and recasting to upgrade later wastes the slot you already spent. Track the Grim Harvest undead/construct bug as free healing in undead-heavy fights.
CompletionistFarm the Gauntlet of Shar (Act 2) for the Callous Glow Ring [4] even on a necromancer build — it adds flat radiant damage to your own cantrip hits, not just your minions, and most necromancer-focused walkthroughs skip Shar entirely because it’s themed around Selûne rather than death.

Gear That Actually Helps

Most necromancer-specific gear write-ups focus on damage rings and forget that your minions’ effectiveness scales off Better Summons — your proficiency bonus and wizard level, not your gear. That means your own equipment slots are better spent on survivability and control uptime than on trying to buff creatures whose stats are already fixed by the subclass. Two concrete picks:

  • Callous Glow Ring (Act 2, Gauntlet of Shar, an opulent chest in the vault room near Balthazar’s antechamber) — adds 2 Radiant damage per hit against illuminated targets. It’s a Selûne-dungeon reward that has nothing to do with necromancy thematically, which is exactly why most necromancer guides never mention it, but the bonus applies to any damage instance from the wearer, cantrips included [4].
  • Concentration-support gear (anything granting advantage on Constitution saves) matters more here than for other casters, because losing concentration on a buffed Animate Dead setup doesn’t just lose you a spell — it can leave your whole minion wave without the Better Summons bonus mid-fight if you’re maintaining a concurrent concentration spell that gets interrupted.

Multiclass or Stay Pure Wizard 12?

The most common multiclass dip for this build pairs a few levels of Sorcerer for Metamagic — specifically Quicken Spell, which lets you cast a bonus-action spell alongside your normal action. Whether that’s worth the trade-off depends on what you’re optimizing for:

  • If your goal is the biggest possible minion count, stay pure Wizard. You get Undead Thralls, Inured to Undeath, and full spell slot progression a level earlier than any multiclass path, and the minion math above doesn’t improve with Sorcerer levels — Metamagic affects your own action economy, not your undead.
  • If your goal is action economy — casting a control spell and a damage cantrip in the same turn, for example — a 2-level Sorcerer dip for Quicken Spell is worth the delayed level 6 spike, but budget for the fact you’ll hit Undead Thralls later than a straight Wizard would.
  • If you’re already struggling with concentration uptime, don’t multiclass into Sorcerer for this build — Charisma-based Sorcerer spells use a different casting stat than your Intelligence-based Wizard spells, which splits your stat priorities instead of reinforcing them.

For most players asking specifically about a necromancer build rather than a general spellcaster hybrid, pure Wizard 12 is the simpler and stronger choice — the subclass’s entire value proposition is locked behind Wizard-only features.

Common Mistakes

  • Casting Animate Dead mid-fight. It can only be cast outside combat — plan your corpse and your cast before initiative rolls, not during them.
  • Recasting to upcast without checking what you lose. Recasting dismisses your current undead first; if you’re mid-adventuring-day, you may be trading a full-strength squad for a brief window with none.
  • Ignoring corpses because they look useless. A corpse can be reused for future casts, so looting isn’t a one-time resource — keep at least one in reserve at all times.
  • Building around a “best race” pick that doesn’t exist. Spend that decision on your actual weaknesses instead, per the section above.

Frequently Asked Questions

Is Necromancy actually the best Wizard subclass in BG3?

Not universally — it trades early-game power for a level 6 spike, which makes it weaker than Evocation or Abjuration through Act 1 and stronger from level 6 onward, especially in longer, attrition-heavy fights where extra bodies on the field matter more than raw single-target damage. If you’re optimizing for a smooth Act 1, this isn’t the pick; if you’re building for Act 2 onward, it is.

Does race actually affect my undead minions at all?

No — this is confirmed by the subclass’s own feature text, not just build-guide consensus. Undead Thralls’ bonuses (extra corpse, bonus HP, proficiency-bonus damage) apply regardless of your character’s race [1][7]. Any “best race for necromancer” claim you read elsewhere is really a claim about surviving as a squishy backline caster, not about your minions.

Why did I get healed from a skeleton kill when Grim Harvest says undead don’t count?

That’s the documented code/description mismatch covered above — the exclusion exists in the tooltip text but not in the actual trigger logic, so undead and construct kills currently do proc Grim Harvest’s healing [3]. Don’t rely on this being permanent; it reads as an oversight rather than an intended design choice.

Is this build good against Ketheric Thorm?

Necromancy’s strength — fielding disposable bodies to soak hits and control space — matters more in extended, multi-phase fights than quick skirmishes, and Ketheric’s encounter is exactly that kind of fight. See our full Ketheric Thorm guide for the phase-by-phase breakdown and how to time your resources across it.

Where to Go Next

Necromancy isn’t the only subclass path worth building around at level 6 — if you’d rather trade minions for stealth and utility, our Arcane Trickster build guide covers the Rogue-side equivalent of a slow-starting, high-payoff subclass. And if you’re still deciding on your core Wizard fundamentals before specializing, start with the Wizard build guide.

Verified against Patch 8 (the current major patch, released April 2025, with hotfixes through Hotfix 36 as of this writing) [5]. Patch 8 added the Death Domain Cleric subclass but made no changes to the Wizard Necromancy School — the mechanics above should hold until Larian ships another major update.

Sources

  1. Necromancy School — bg3.wiki
  2. Animate Dead — bg3.wiki
  3. Grim Harvest — bg3.wiki
  4. Callous Glow Ring — bg3.wiki
  5. Patch 8 — bg3.wiki
  6. Baldur’s Gate 3 Necromancer Build — Bg3hub
  7. Best Necromancer Wizard Build For BG3 — TheGamer
Michael R.
Michael R.

I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.