Necromancer (4e Class)
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[edit] Necromancer
| “ | You fought me in life, now you will serve me in death.... | ” |
| Class Traits |
| Role: Striker/Controller. You have the ability to create undead to assist you in battle, as well as being capable of dealing damaging hexes to your enemies with even more damaging effects. |
| Power Source: Shadow. You gain your powers from deep knowledge of the Shadowfell and a deeper understanding of how undead work, are built and are --most importantly-- made. |
| Key Abilities: Charisma, Constitution, Intelligence |
| Armor Proficiencies: Cloth, leather, hide |
| Weapon Proficiencies: Dagger, sickle, scythe, staff |
| Implements: Staff, Totem |
| 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: 10 + Constitution modifier |
| Trained Skills: Arcana. From the class skills list below, choose {{{#_of_skills}}} more trained skills at 1st level. Class Skills: From the class skills list below, choose four trained skills at 1st level. Arcana (Int), Endurance (Con), Insight (Wis), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise (Cha), Heal (Wis) Resist 10 Necrotic |
| Build Options: Build Options: Minion master Necromancer, Hex Necromancer, Summoning |
| Class Features: New Implement (Skull), Necromantic Rites,Death to Life, Undead Servants |
Necromancers are magic users who deal with the dead. They can summon the dead to assist them in combat and other tasks, and they are capable of powerful hexes which harm the enemy. They deal in magic that wizards and warlocks leave untouched. Some even go on to be powerful liches. One thing all necromancers have in common is that at least once in their life before they started practicing necromancy, they almost died.
It could have been because of a childhood illness, an injury on the battlefield, or a miscast spell during their apprenticeship as a wizard. Necromancers are often reviled by commoners and even other magic practioners.
Some necromancers use their powers for good purposes, and help act as a bridge from life to death. Others use their powers over the dead to eliminate the harmful undead from existence. No small amount of necromancers use vile magic to harm the innocent. You have been at death’s door, and now you have power over the very forces of life and death. When death itself holds no fear for you, what will you accomplish?
Necromancer Overview |
| Characteristics: Necromancers are a unique class that plays like no other. They usually have at least one minion under their control to direct on the battlefield. They also are capable of slinging powerful hexes. Necromancers have more HP and healing surges than any other caster, but they often use their own life force to power their rituals. |
| Religion: The Raven Queen holds a terrible grudge against all who would disrupt the natural cycle of life and death. She hates necromancy, for it is an art that prevents spirits from coming into her service, and defiles the bodies of fallen beings. Divine necromancers never worship the Raven Queen, but they may prefer Avandra, goddess of change, in her stead. Ioun may motivate a necromancer with her influence over knowledge and skill, and evil necromancers often worship Vecna or Orcus. |
| Races: Necromancy tends to be a human pursuit, because of the way they view death and the undead. However, half-elves and tieflings also take well to it when they choose. |
[edit] Creating a Necromancer
The Charisma, Constitution, and Intelligence abilities are important to all necromancers. A necromancer has two basic builds: The Minion Master and Hex necromancers. How you develop your master of the undead determines the order of importance for those scores. Necromancers use Constitution to power many of their spells, Charisma to control their minions. Intelligence also affects some of their abilities.
[edit] Minion Master Necromancer
You prefer to let your minions do most of the work, and to sit back and enjoy the battle from afar. Your primary score is going to be Charisma, because that is what allows you to exert magical influence over the undead you create. Your secondary score is going to be Constitution, as it empowers many of your abilities, and helps you avoid the nasty diseases that can result from close dealings with the dead. Intelligence will be your third choice, as it empowers some spells. You MUST take Undead Control I as your starting feat for this build.
- Suggested Feat: Undead Control I (Human Feat:Die Hard)
- Suggested Skills: Arcana, Intimidate, Heal, Endurance
- Suggested At-Will Powers: Command Minion: Attack, Disgust
- Suggested Encounter Power: Instant Minion
- Suggested Daily Power: Command Minion: Leap
[edit] Hex Necromancer
You prefer to invoke dark curses to hinder your enemies. You will do far less damage than many other classes with your attacks, and will not have as many minions to rely on, but you are capable of invoking crippling hexes upon your enemies. You can afford to take your time when the enemies are incapable of effective action. Your primary score is going to be Constitution, as it powers many of your spells. Intelligence is also important, and will be your secondary score. You will likely use minions to some extent, so Charisma should be your third score.
- Suggested Feat: Shadowy Guile (Human Feat:Action Surge)
- Suggested Skills: Arcana, Intimidate, Heal, Endurance
- Suggested At-Will Powers: Black Bolt, Weaken Legs
- Suggested Encounter Power: Bad Luck
- Suggested Daily Power: Vile Hex
[edit] Summoner
You prefer to summon a golem and raise skeleton to fight with you.
- Suggested Feat:
- Suggested Skills: Arcana, Heal, History, Religion
- Suggested At-Will Power: Skeleton Warrior, Justice
- Suggested Encounter Power:
- Suggested Daily Power:
[edit] Necromancer Class Features
All necromancers share these class features.
[edit]
[edit] Death to Life
Once per encounter, Necromancers can heal dying allies with the Death to Life spell.
[edit] Implements
Necromancers use totems or staffs, adding the implement's enchantment bonus to the attack and damage rolls of necromancer implement attacks. Without an implement, a necromancer can still use these powers, he just does not gain an enhancement bonus to his attacks. A necromancer's totem usually takes the form of a skull.
[edit] Necromantic Rites
You gain the Ritual Casting feat (see page 200 of the Player’s Handbook), which allows you to use magic rituals. You gain the Raise Dead ritual for free at level 8. You own a ritual book, but gain no additional rituals.
[edit] Undead Servants
You gain the daily ability to raise/control undead servants using your necromantic magic. You have complete and total control over the actions of these minions unless otherwise stated. These minions generally last until they are destroyed,A Necromancer can destroy any and all of his Undead Servants and a free action unless otherwise stated. Undead minions will almost universally provoke fear and revulsion in a non-combat setting, so it is best to hide their nature or to dispel them entirely before going into a civilized area. Undead minions always take their turns after you. Undead minions do not gain any benefit from equipment. You can create virtually any form of undead creature whose level is equal or below yours (for example; a 4th level character can create a Rotwing zombie or any other undead creature of 4th level or lower). You cannot create sentient undead (such as: vampires, skull lords, flame skulls, liches, etc). You can create any undead who's intelligence is 10 or less providing the creature does not need to have a soul or can only be created by others of its kind. This ability also does not allow the creation of an undead creature of which the body would not allow (for example, you cannot create a Rotwing Zombie if the body does not have wings. You can however, create a flame skeleton from a creature that is not already on fire providing you set it alight during the incantation). You can create the following creatures of your corresponding level; any Zombie, any Skeleton, any Wraith, any Specter, standard Ghouls, Mummy Guardians and Giant Mummies. You may control two undead at Heroic Tier, Four at Paragon and Six at Epic though there are feats which can further extend these numbers.
[edit] Necromancer Powers
Necromancer powers are called Hexes as they draw their power from the Shadowfell. They can be found here: Necromancer Powers (4e Power List)
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