Necromancer
Class Traits

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level: 5
Bonus to Defenses: +1 Fortitude, +1 Will.
Healing Surges per Day: 7+ Constitution Modifier.
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged
Implement Proficiencies: Staff, Tome, Scythe, Sickle
Trained Skills: From the list below gain 4 trained skills at 1st level.
Class Skills: Arcana (Int), Endurance (Con), Intimidate (Cha), Heal (Wis), History (Int), Insight (Wis), Perception (Wis), Religion (Int).

Key Abilities: Charisma, Intelligence, Constitution

Build Options: Unlocker of Mysteries, Necrothane

Class Features: Raise Undead, Necrology, True Necromancy

Heroic (lol) Necromancer

Total XP Level Feats Known Class Features and Powers
0 1 1 Raise Undead Minion, Necrology, True Necromancy
1,000 2 +1
2,250 3
3,750 4 +1
5,500 5
7,500 6 +1
10,000 7
13,000 8 +1
16,500 9
20,500 10 +1

NECROMANCER CLASS FEATURES

UNDEAD MINIONS
As part of your initiation as a necromancer, you acquired the ability to raise undead minions, once living creatures from the Shadowfell that accompanies and assists you. Many necromancer powers have the undead keyword. At least one Undead Minion must be present when you use such a power.
You gain the Raise Undead power, which allows you to call your undead minions to your side. In addition, choose one of the following Undead Minion options. Your choice provides you with a Undead Pall as well as a special attack made through your undead minion, and your choice determines one of your at-will attack powers. Your choice also provides bonuses to certain necromancer powers, as detailed in those powers.

Raise Undead
You call across the boundries of life and death, raising an expendable minion to do your bidding.
At-Will Conjuration, Shadow
Minor Action Close burst 20
Requirement: Your undead minions must not be present. If any of your minions are present you cannot use this power.
Effect: You conjure your undead minions in unoccupied squares in the burst. The minions lasts until you fall unconscious or until you dismiss them as a minor action. The minions occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the minions a number of squares equal to your speed.
The minion can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the minion disappears, and you take damage equal to 5 + one-half your level. Otherwise, the minion is unaffected by the attack.

Wraith Flock

You call a wraith from the Shadowfell to hinder and frighten your enemies.
Summoning:You summon 3 Wraith Minions. Each one can move when you take a move action, but only one attacks when you use a standard action. Wraiths count as difficult terrain for your enemies, and allies can end their turn in the same square as a Wraith Minion.
Undead Pall: An enemy that begins its turn adjacent to one of your Wraith Minions takes a -3 penalty to damage until the end of its turn. This increases to -6 at 11th and -9 at 21st. This penalty does not stack with itself.
Wraith's Draining: You gain the Wraith's Draining power which you use as an opportunity action.

Wraith's Draining Necromancer Feature
You dismiss your undead minion, which flows into an enemy distracts
At-Will Shadow, Undead
Opportunity Action Melee undead 1
Trigger: An enemy leaves a square adjacent to your undead minion without shifting.
Target: The triggering enemy
Effect: Your undead minion disappears, and the target takes a -3 penalty to attack and all defenses until the end of its next turn.

At-Will Attack Power: You gain the Inspire Dread power. You can choose a second at-will as normal.

Inspire Dread Necromancer Attack 1
Your wraith minion display the visage of that which your enemies fear most.
At-Will Implement, Shadow, Undead, Fear
Standard Action Close burst undead 1
Target: enemies in burst
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier damage, and the target grants combat advantage until the end of your next turn. If
Level 21: 2d6 + Charisma modifier damage.

Skeleton Guards

You infuse a corpse from a long forgotten battle with power from the Shadowfell.
Summoning: You summon 2 Skeleton Minions. Each one can move when you take a move action, but only one attacks when you use a standard action.
Undead Pall: An enemy that begins its turn adjacent to your Skeleton Minion is marked by the minion until the end of its turn.
Skeletal Grasp: You gain the Skeletal Grasp power which you use as an opportunity action.

Skeletal Grasp Necromancer Feature
Your skeletal minion grabs at a foe that drops its guard, keeping it from getting away.
At-Will Shadow, Implement, Undead
Opportunity Action Melee undead 1
Trigger: An enemy leaves a square adjacent to your undead minion without shifting
Target: The triggering enemy
Attack: Charisma vs. Reflex
Hit: 1d4+Charisma modifier damage and the target is immobilized until the start of its next turn.

At-Will Attack Power: You gain the Hateful Claws power. You can choose a second at-will as normal.

Hateful Claws Necromancer Attack 1
Your skeletal minion claws at your enemies with an ancient hate.
At-Will Implement, Shadow, Undead,
Standard Action Close burst undead 1
Target: enemies in burst
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier damage.
Level 21: 2d8 + Charisma modifier damage.

Zombie Horde

You spy a recently dead creature and channel fell energies into it, calling back to your service.
Summoning: You summon 4 Zombie minions. Each one can move when you take a move action, but only one attacks when you use a standard action.
Undead Pall: An enemy that begins its turn next to one of your Zombie Minions, it takes a -3 penalty to speed.
Zombie Hunger: You gain the Zombie Hunger power which you use as an opportunity action.

Zombie Hunger Necromancer Feature
Your zombie minion eagerly reaches at a foe that drops its guard, the glint of hunger in its eyes.
At-Will Shadow, Implement, Undead
Opportunity Action Melee undead 1
Trigger: An enemy leaves a square adjacent to your undead minion without shifting
Target: The triggering enemy
Attack: Charisma vs. Fortitude
Hit: 1d4+Charisma modifier damage.

At-Will Attack Power: You gain the Unclean Feasting power. You can choose a second at-will as normal.

Unclean Feasting Necromancer Attack 1
Your zombie minion slams into your enemy and prepares to feast on its flesh.
At-Will Implement, Shadow, Undead,
Standard Action Melee undead 1
Target: One enemy
Attack: Charisma vs. Fortitude
Hit: 1d4 + Charisma modifier damage and the enemy is knocked prone. If two or more of your Zombie Minions are adjacent to the target, make a secondary attack.
Secondary Attack:
Target: One enemy
Attack: Charisma vs. Fortitude
Hit: 1d4 + Charisma modifier damage.
Level 21: 2d4 + Charisma modifier damage.

NECROLOGY

All Necromancers study death and the energy of the Shadowfell. As they progress in their studies, each Necromancer gravitates toward a particular type of death knowledge or Necrology. Those that prefer to seek the hidden secrets of the shadowfell follow the Necrology of the Unlocker of Mysteries. These Necromancers are adept at using the very energy of the Shadowfell to attack enemies and drain their strength.
The Necromancers that "get in the trenches" so to speak, and use the Shadowfell to animate undead under their command follow the Necrology of the Necrothane. These necromancers need to possess a hardy life force to master the undead fully, using it as you would use a carrot to lead a donkey.

Choose one of the following Necrology class features.

Unlocker of Mysteries
You can designate one creature you have cast a Necromancer hex upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its next saving throw against that effect equal to your Intelligence modifier.

Necrothane
You can use Constitution in place of Strength for attack and damage when making basic melee attacks. You gain proficiency with chainmail armor.

TRUE NECROMANCY

Where others dabble in using the energy of the Shadowfell to achieve their goals, you are a true master.
You ignore 5 points of necrotic resistance. This number increases to 10 at 11th level and 15 at 21st level.


Necromancer 1st level At-will Hexes.
Evard's Lone Tentacle Necromancer Attack 1

You summon a lone tentacle from the shadowfell, which wraps tightly around your enemies legs.

At-Will Implement, Necrotic, Shadow
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex

Hit: 1d8 + Charisma modifier Necrotic damage. If the target voluntarily moves before the end of your next turn, it takes necrotic damage equal to your Intelligence modifier.
Level 21: 2d8 + Charisma modifier necrotic damage.

Festering Wound
You slash at your enemy, leaving a small piece of painful energy in the wound.
At-Will Weapon, Shadow
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. The target gains vulnerability to the next attack to hit it before the start of your next turn. This vulnerability is equal to your Constitution modifier.
Level 21: 2[W] + Charisma modifier damage.

Wave of Dread
A wave of terror flows from you scattering your enemies like chaff in the wind.
At-Will Implement, Necrotic, Shadow
Standard Action Close Blast 5
Target: All enemies in blast
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier damage and push the target a number of squares equal to your Intelligence modifier.
Level 21: 2d6 + Charisma modifier damage.

Frostbitten Blade
As your blade makes contact the energy of the shadowfell drains the heat from your enemy slowing their movement.
At-Will Weapon, Shadow, Cold
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier cold damage. The target is slowed until the end of your next turn.
Level 21: 2[W] + Charisma modifier damage.


Necromancer 1st level Encounter Hexes.

Crawling Claws
The severed hands of hanged men crawl out of rifts to the shadowfell to harass your enemies.
Encounter Implement, Shadow
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier damage, or 2d6 + Charisma modifier damage if you target only one creature. In addition, the target is dazed until the end of your next turn.
Necrothane: If you only target one creature, the target is also immobilized until the end of your next turn.

Sudden Shadow
A quickly summoned undead shadow attacks your enemy, dragging it to the ground.
Encounter Shadow, Implement
Standard Action Ranged 5
Primary Target: One creature
Primary Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier damage, and slide the target a number of squares equal to your Intelligence modifier. Make a secondary attack.
Miss: Half damage and no secondary attack.
Secondary Target: Same as primary target
Secondary Attack: Charisma vs. Fortitude
Hit: The target is knocked prone.

Necromancer 1st level Daily Hexes.

Summon Ghoul
You summon a ghoul from the shadowfell, a hungry undead that is attracted to the already wounded.
Daily Implement, Shadow, Summoning
Standard Action Close Burst 5
Effect: You summon a Medium ghoul in an unoccupied square within range. The toad has speed 6, and it gains a +10 bonus to Athletics checks to climb. You can give the ghoul the following special command. On the turn you summon the ghoul, you give that command as part of using this power.
Standard Action: Melee 1; targets one creature; Charisma vs. Reflex; 1d8 + Charisma modifier damage, and the target is immobilized until the end of your next turn. If this attack hits an immoblized creature, it deals extra damage equal to your Constitution modifier.
Uncontrolled Effect: If you haven’t given the ghoul any commands by the end of your turn, it attacks the closest bloodied creature. If it can't do that it attacks the same creature that it attacked during your previous turn. Otherwise, it moves its speed to a square adjacent to the nearest enemy.

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