Necromancer (B)

"I am where life and death converge. I bring death to the living, and life to the dead."

Class Traits

Role: Controller. Your undead minions spread across the battlefield, acting as your hands and letting you control the field, though at times you may affect your foes with more direct shadow attacks. Depending on your choice of class features and powers, you might lean toward any of defender, leader, or striker as a secondary role.
Power Source: Shadow. You have gained your powers by surrendering some of your own life and replacing it with pure shadow energy.
Key Abilities: Constitution, Dexterity, Intelligence, Charisma

Armor Proficiencies: Cloth, Leather, Hide, Chain
Weapon Proficiencies: Simple melee
Implement Proficiencies: Daggers, scythes, staffs, tomes
Bonus to Defense: +2 Will

Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + 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: Arcana, Bluff, Dungeoneering, Heal, History, Intimidate, Religion, Stealth.

Build Options: Dread necromancer, reaping necromancer, vicious necromancer.
Class Features: Dark Talent, Master of Death, Undead Minions.


Corrupt. Disturbed. Tainted. The necromancer and his affinity for undeath is often misunderstood, or outright hated, by common peoples. They see necromancy as a mad perversion of life - an insult to everything living.

The necromancer disagrees. He understands the reality of the world - death is, and will not cease to be, a reality of life. There is power in it. There is mystery to it. But overall: it is eternal. Almost without fail, the necromancer is the pragmatic sort - he does what he does despite cultural or societal taboos, because it is useful.

The actual motivations for each necromancer have as much wild variety as life itself. Some find themselves called to the practice, drawn to the shadows of unlife from an early age. Others learn the art of necromancy through research and study before finally giving themselves fully to the art. Some seek to serve some noble goal, while others wield their powers toward terrible ends. Regardless of the motivations or goal, all necromancers have made the same sacrifice - pledging some of their own life to the darkness, and filling themselves with shadow in return.

With death as your constant companion, you have little to fear from life. After all, each end is simply a new beginning in a cycle you are intimately familiar with.

Heroic Necromancer

Total XP Level Feats Known Class Features and Powers
0 1 1 Dark Talent, Master of Death, Undead Minions, At-Will Powers, Encounter Power, Daily Power
1,000 2 +1 Utility Power
2,250 3 Encounter Power
3,750 4 +1 Ability Score Increase
5,500 5 Daily Power
7,500 6 +1 Utility Power
10,000 7 Encounter Power
13,000 8 +1 Ability Score Increase
16,500 9 Daily Power
20,500 10 +1 Utility Power

Class Features

Necromancers have the following class features.

Dark Talent

I'll put in better phrasing later (or someone can clean it up for me), but: You pick one of these options. It reflects a particular emphasis in your style - a knack for using your gifts in a certain fashion.

Dread Spiritcaller: When you hit a target with a Fear power, you can slide the target 2 squares. In addition, you gain the murmurs of dread power.

Reaping Lifetaker: You use your Constitution modifier instead of your Strength modifier when making melee basic attacks with a dagger or scythe, and you get a +1 shield bonus to your AC and Reflex defense while wielding a scythe as a weapon or implement. In addition, you gain the call to harvest power.

Vicious Hordemaster: You can control 2 additional minions at a time (over the normal limit in the raise minion power). In addition, you gain the vicious escort power.

Master of Death

A necromancer knows the gentle repose and speak with dead rituals (see Players Handbook, pp 305 and 312), and can perform them regardless of level, and without a ritual book or scroll. In addition, the necromancer can choose to use the shadow energy bound to him as a component for the ritual, infusing it into the targeted corpse. He can spend a healing surge in order to ignore the component cost of gentle repose, or can spend three healing surges in order to ignore the component cost of speak with dead.

Undead Minions

One of the core aspects of the necromancer's talents is his ability to bind shadow energy to the remains of the dead in order to animate minions to serve him. The minions are not truly creatures - they cannot act, or survive, independently from the necromancer who creates them. Instead, they are manifestations of shadow magic, given physical power by combining it with some conjured aspect of the dead - flesh, bones, or spirit. The necromancer's ability to summon and command the dead is composed of several features:

Raise Minion: The necromancer knows the raise minion power, which allows him to conjure undead servants for battle.

Undead Protector: The necromancer knows the undead protector power, which allows his otherwise unintelligent undead to lash out in reaction to enemy movement.

Aspect of Death: Each time you use the raise minion power, choose one of the following undead forms. Your undead minions gain the benefit of the chosen form until the end of the encounter, or until you select a different form. Your active Aspect of Death also provides bonuses to certain Necromancer powers. Individual powers detail the effects (if any) your active Aspect of Death selection has on them.

Grasping Corpse: Your minions get a +2 bonus to Fortitude. In addition, when you hit a target with your undead protector power, the target is slowed until the end of your next turn.

Haunting Shadow: Your minions get a +2 bonus to all defenses against opportunity attacks, and can be moved through an enemy's space, though they cannot end the movement there. In addition, when you use the undead protector power, you can slide one undead minion 1 square into a space adjacent to the target.

Nimble Bones: If your minion is adjacent to at least one other minion, it gets a +1 bonus to AC and Reflex defense. Whenever you move a minion, either alone or as part of a group, you move it 1 additional square. In addition, when you use the undead protector power, you gain a +2 power bonus to the attack roll.


Necromancers wield daggers, scythes, staffs and tomes to channel and guide their shadow energies. Any dagger or scythe can function as a necromancer implement. However, you do not gain the weapon's proficiency bonus when using it as an implement.

Creating a Necromancer

Necromancers rely on Constitution, Dexterity, Intelligence, and Charisma for their powers. You can choose any powers you like, but many necromancers choose powers that complement their choice of Dark Talent, as well as the Aspect of Death that they favor for their minions.

Dread Necromancer

As a dread necromancer, you choose to focus upon the more spiritual aspects of death that echo through the shadows. You draw upon the essences of creatures lost to death, and channel their pain, anguish, and terror into your hexes. You favor the Haunting Shadow aspect for your minions. Your powers incline you toward leader as a secondary role, shaking enemy resolve, and leaving them open to the attacks of your comrades. Constitution should be your highest ability score, since your attack powers rely on it. Charisma should be your second highest score, as it lends powers to your mastery of the intangible forces of spirit.

Suggested Class Feature: Dread Spiritcaller
Suggested Feat: Exult in Terror
Suggested Skills: Arcana, Bluff, Intimidate, Stealth
Suggested At-Will Powers: charnel touch, sap life
Suggested Encounter Power: cold spot
Suggested Daily Power: faces of death

Reaping Necromancer

As a reaping necromancer, you are the hand of death, leading your horde and cutting down your foes. You focus the powers of death through your own blade, sapping enemies of their strength and channeling it into yourself or your minions. You favor the Nimble Bones aspect for your minions. Your powers incline you toward striker as a secondary role, dealing deadly wounds in melee. Constitution should be your highest ability score, since your attack powers rely on it, but Dexterity should be close behind, since it both augments your life-reaping powers and increases your ability to survive the retribution of your foes.

Suggested Class Feature: Reaping Lifetaker
Suggested Feat: Toughness
Suggested Skills: Arcana, Intimidate, Religion, Stealth
Suggested At-Will Powers: reaping blade, watchful servants
Suggested Encounter Power: draw the lifeblood
Suggested Daily Power: soul-cutter's arc

Vicious Necromancer

As a vicious necromancer, you lead your horde of undead with skill and tactics rarely found among the living. You focus more on your minions, augmenting them with your understanding of the biology of life, death, and undeath. You favor the Grasping Corpse aspect for your minions. Your powers incline you toward defender as a secondary role, your minions hindering foes and drawing their attacks. Constitution should be your highest ability score, since your attack powers rely on it. Intelligence should be your second highest score, as it helps both you and your minions to hunt and hinder your foes.

Suggested Class Feature: Vicious Hordemaster
Suggested Feat: Improved Initiative
Suggested Skills: Arcana, Heal, Intimidate, Religion
Suggested At-Will Powers: swarming horde, unleash the horde
Suggested Encounter Power: tearing pounce
Suggested Daily Power: corrupting horde

Necromancer Powers

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