Dread Necromancer

"I am the leader of the living and the dead. Kneel and swear fealty or suffer eternal slavery in undeath."

Class Traits

Role: Leader. The forces of life and death are yours to command. You heal your allies, command the loyalty of undead and strike down those who dare to oppose you.You lean toward either Controller or Defender as your secondary role.
Power Source: Shadow. You have stolen your powers from the Shadowfell, giving nothing in return, thus the powers of the Shadowfell hate you forever.
Key Abilities: Intelligence, Constitution

Armor Proficiencies: Cloth, Leather; Light Shields
Weapon Proficiencies: simple melee, military melee, simple ranged
Implement Proficiencies: Tome, Totem, Staff, Scythe, Dagger
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: Arcana or Religion (your choice). From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Athletics, Arcana, Bluff, Dungeoneering, Endurance, Heal, History, Intimidate, Insight, Religion, Stealth.

Build Options: Moilian Necromancer, Pestilent Necromancer, Shadowy Necromancer, Warding Necromancer
Class Features: Commander of the Dead, Dread Knowledge, Guardian of the Grave, Necromantic Word, Weapon of Undeath.


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The Dread Necromancer, the Scourge of the Living and Master of Undeath. You are a dark warrior wielding the powers of life and death in the palm of your hand, a dark protector of your allies and the nightmare your enemies can not escape not even in their sleep, in the deepest reaches of the abyss, nor the burning depth of The Nine Hells, if they have incured your wrath. Using your power over death, you raise a an undead sentinel to protect your allies fron harm. People fear you, and rightly so, having the power to snuff out their pitiful lives, you care nothing for the balance of good and evil, order and chaos. You adventure to accomplish your own ends and interests… and gain power, above all else, even at the cost of your companions. After all, what are they but your tools?

Class Features

All Dread Necromancers have the following class features.

Commander of the Dead

Your influence over the dead is so strong that undead flock to your banner to follow your every command…
Benefit: You gain the Ritual Caster feat as a bonus feat and gain the Gentle Repose and Speak with Dead rituals at 1st level (see Players Handbook, pp 305 and 312). Once per day, you may spend a healing surge to ignore the component cost when casting one of these these two rituals.

In addition you gain the Command Undead power.

Command Undead Necromancer Feature

You command nearby undead creatures to do your bidding.

Encounter ♦ Implement, Shadow
Standard Action Close burst 2 (3 at 11th level, 5 at 21st level)
Target: Each undead creature in the burst
Attack: Intelligence vs. Will

Hit: You slide the target a number of squares equal to 3 + your Constitution modifier. It then makes a basic attack against a creature of your choice as a free action with a bonus to the attack and damage rolls equal to your Constitution modifier.The target is dazed until the end of your next turn.
Miss: You slide the target a number of squares equal to your Constitution modifier (minimum 1) and knock it prone.

Special: This attack automatically hits willing undead allies, and they aren't dazed and don't make a basic attack as part of this power's effects.

Dread Knowledge

Benefit: You choose one of the following options.

Death Warden
Benefit: Allies within 5 squares of you can not die from failing 3 death saving throws until they take damage. In addition you gain proficiency with scale armor.

Night Frost
Benefit: You gain resistance to cold damage equal to 5 + half your level.
In addition you gain low-light vision.

Pestilent Harbinger
Benefit: You can choose to ignore resistance and immunity to poison damage.
In addition you gain proficiency with plate armor.

Shadowy Presence
Benefit: You gain a +5 bonus to stealth checks, and allies within 10 squares of you gain a +2 bonus to stealth checks.

Guardian of the Grave

Benefit: You gain the Guardian of the Grave power.

Guardian of the Grave Necromancer Feature

You call forth an undead creature to assist you in the battle, acting as a protector for your allies.

Encounter • Shadow, Summoning
Minor Action Close Burst 5

Effect: You summon a medium undead guardian in an unoccupied square within range. The Undead Guardian counts as an Undead Minion for the purpose of powers and feats.
The guardian has the undead keyword, speed 5, darkvision, is immune to charm, fear, disease and poison, has resist 10 necrotic, and vulnerable 5 radiant and a +1 bonus to all defenses. You do not lose a healing surge when the guardian is destroyed, you instead take damage equal to 5 + half your level (which can not be avoided or reduced in any way).
You may give it the following special commands.

Standard Action: Melee 1; One creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier damage.
Opportunity Action: Trigger: An enemy hits an ally or moves without shifting; Melee 1; one creature; Intelligence vs. Reflex; 1d8 + Intelligence modifier damage.
Level 21: 2d8 + Intelligence modifier damage.

Necromantic Word

Benefit: You gain the Necromantic Word power.

Necromantic Word Necromancer Feature

As your ally falters you gift it with some of the vitality of undeath to sustain it beyond what would be normal for a mortal creature, imbuing it with false life.

Encounter (Special) • Healing, Shadow
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst.

Effect: The target can spend a healing surge. If it does, it gains temporary hit points equal to your Constitution modifier. If the target is prone it can stand up as a free action.
Temporary hit points gained from this power stack with existing temporary hit points.
Level 6: 1d6 + your Constitution modifier.
Level 11: 2d6 + your Constitution modifier.
Level 16: 3d6 + your Constitution modifier.
Level 21: 4d6 + your Constitution modifier.
Level 26: 5d6 + your Constitution modifier.

Special: You can use Necromantic Word twice per encounter, but only once per round.
At 16th level you can use Necromantic Word three times per encounter.

Weapon of Undeath

Benefit: You can use your intelligence for making melee basic attacks instead of strength. Choose one weapon, you can use the chosen weapon as an implement, not including the proficiency bonus. In addition you can choose to ignore resistance to necrotic damage.


Implements

Necromancers with a more scholarly bent channel their power through dusty tomes containing the anatomy of undead and demonic creatures, powerful dark rituals, and similar profane knowledge. Others use a totem, a small object often made of bones, skin, or similar gruesome materials. Similar to how primal characters use totems to commune with the spirits of the natural world, Necromancers use totems to call forth and bind the spirits of the dead from the Shadowfell. Still other Necromancers use a staff, a scythe, or a ceremonial dagger as an implement for their powers. These necromancers are often more inclined to feel the blood of their enemies coat their weapons directly, rather than feeding a horde of ravenous undead.


Creating a Necromancer

Dread Necromancers rely on Constitution and Intelligence for their powers. You can choose any powers you like, but many dread necromancers choose powers that complement their Dread Knowledge.

Moilian Necromancer
fluff

Suggested Class Feature: Night Frost
Suggested Feat:
Suggested Skills: Arcana, Endurance, History, Religion
Suggested At-Will Powers: Death´s Chill, Winter´s Bite
Suggested Encounter Power: Wraith's Touch
Suggested Daily Power: Paralyzing Dread

Pestilent Necromancer
fluff

Suggested Class Feature: Pestilent Harbinger
Suggested Feat:
Suggested Skills: Arcana, Endurance, Dungeoneering, Intimidate
Suggested At-Will Powers: Guarding Attack, Infected Wound
Suggested Encounter Power: Wave of Vermin
Suggested Daily Power: Horrid Effluvia

Shadowy Necromancer
fluff

Suggested Class Feature: Shadowy Presense
Suggested Feat:
Suggested Skills: Arcana, Bluff, Heal, Stealth
Suggested At-Will Powers: Pushing Shadows, Shadow Ribbons
Suggested Encounter Power:
Suggested Daily Power:

Warding Necromancer
fluff

Suggested Class Feature: Death Warden
Suggested Feat:
Suggested Skills: Arcana, Heal, Intimidate, Religion
Suggested At-Will Powers: Revitalizing Strike, Dark Command
Suggested Encounter Power:
Suggested Daily Power:


Necromancer Powers

New Keyword: Minion

Attacks with the Minion keyword are made by your Undead Minions, and originate in the square of a specific minion of your choice. Unless otherwise specified, you choose only one of your existing minions to make the attack. Minion powers cannot be used if you have no Undead Minions present.

New Heroic Necromancer Powers
New Paragon Necromancer Powers
New Epic Necromancer Powers

Paragon Paths

At 11th level you may choose a paragon path from among the options available to you. Some options are presented below:

Leader of the Dead
Lich
Scholar of Moil
Shadow Knight

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