Necromancer DND 4e
Revision 6/30/08
CLASS TRAITS
Role: Leader / Controller. You have the ability to create minions to assist you in battle, as well as being capable of hexing the enemies to help allies
Power Source: Shadow. You gain your powers from the underworld.
Key Abilities: Constitution, Charisma, Intelligence
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, simple ranged
Implements: Skulls
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: From the class skills list below, choose four trained skills at 1st level.
Class Skills: Arcana (Int), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Thievery (Dex)
Build Options: Minion master Necromancer, hex Necromancer
Class Features: Implement (Skull), Necromantic Rites, Share Life, Undead Minions
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: Necromancers usually serve the Orcus or Vecna, though many serve no god at all.
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.
Creating a Necromancer
A Necromancer has two different builds to start: the minion master necromancer and the hex necromancer. Necromancers use Constitution to power many of their spells, Charisma to control their minions. Intelligence also affects some of their abilities.
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
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
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
Suggested Skills: Arcana, Intimidate, Heal, Endurance
Suggested At-Will Powers: Black Bolt, Weaken Legs
Suggested Encounter Power: Bad Luck
Suggested Daily Power: Vile Hex
Class Features
Necromancers have the following class features:
Death to Life
Necromancers can heal dying allies with the Death to Life spell.
Implement: Skull
Necromancers have the ability to use the skull of a previously living being as an implement to power their magic. Necromancers can add the enhancement bonus from a magical skull to their attack and damage rolls from necromancer powers and necromancer paragon paths that have the Implement keyword. Without an enchanted skull, a necromancer can still use these powers, he just does not gain an enhancement bonus to his attacks. Skulls are held in the necromancer’s off-hand when used as implements. Some other magical items also work as Necromancer implements, but skulls are the most common.
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 Speak with Dead ritual for free at level 6. You gain the Raise Dead ritual for free at level 8.
Undead Servants
You gain the power to control undead servant you have raised using your necromantic magic. You have complete and total control over the actions of these minions unless otherwise stated. These minions generally last for 24 hours before crumbling into dust, 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 have the same initiative as you. Undead minions do not gain any benefit from magical or non-magical equipment. Putting suits of Chaimail +3 on zombies is not recommended.
You may control one undead servant at level 1, and there are feats which can further extend this number.
Necromancer Powers
Necromancers powers are referred to as spells, and use dark energies to manipulate the dead and to curse others.
Class Features
Animate Undead Minion Necromancer Feature
You infuse a corpse with the power of shadow to animate it into an undead minion.
At-Will * Shadow
Standard Action Ranged 20
Requirement: You must have the Undead Control I feat
Target: One corpse within range
Effect: You create an undead risen (or magus, if you have the feat). You lose one healing surge. You may not cast this spell if you have no healing surges left. The risen or magus is considered to have already acted this round.
Special: Kin of Undead cannot use this ability.
Death to Life Necromancer Feature
You call a dying companion back to life.
Encounter (Special) * Shadow, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you cam use this ability three times per encounter.
Minor action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: One ally who is dying
Effect: The ally is healed for their healing surge value. You spend one healing surge.
Level 1 At-Will Spells
Black Bolt Necromancer Attack 1
You conjure a ball of shadow energy and fire it at the target.
At-Will * Shadow, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier damage. Increases to 2d8 at 21st level.
Special: This power counts as a ranged basic attack. Whenever a power allows you to make a ranged basic attack, you can use this power.
Command Minion: Attack Necromancer Special 1
You command one of your minions to attack again!
At-Will * Shadow
Standard Action Ranged 20
Target: One undead ally under your control
Effect: The undead ally makes an immediate melee or ranged basic attack with a attack bonus equal to your Charisma. This deals the standard amount of damage. The target of this ability must be able to attack.
Disgust Necromancer Attack 1
An intense wave of disgust and revulsion at your undead minions washes over one of your enemies, causing them to want to destroy it immediately.
At-Will * Shadow, Implement, Hex
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d4 + Charisma modifier damage and the target is considered Marked by one of the Necromancer’s minions (the Necromancer chooses which minion when they use the power).
Increased to 2d4 + Charisma modifier damage at 21st level.
Weaken Legs Necromancer Attack 1
You cause the legs (or other movement apparatus) of an enemy to falter and ache.
At-Will * Shadow, Implement, Hex
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1d6 damage + Constitution modifier damage and the target is slowed until the end of your next turn..
Increased to 2d6 + Constitution modifier damage at 21st level.
Level 1 Encounter Spells
Bad Luck Necromancer Attack 1
You curse all enemies around you with bad luck.
Encounter * Shadow, Implement, Hex
Standard Action Close Burst 10
Target: Enemies within burst
Attack: Automatically successful
Hit: All affected targets suffer a -2 penalty to all rolls until the end of your next turn.
Enrage Minions Necromancer Special 1
You create feelings of deep-seated rage in your minions, causing them to forsake defenses and attack harder.
Encounter * Shadow
Minor Action Ranged 20
Target: All undead allies under your control
Effect: All of your undead allies gain a damage bonus equal to your Charisma modifier until the end of combat. They take a penalty to all defenses equal to half that value.
Instant Minion Necromancer Special 1
You quickly draw the power of shadow into a nearby corpse and animate it as a minion, ignoring the traditional ritual trappings.
Encounter * Shadow
Minor Action Ranged 20
Target: One corpse within range
Effect: You create a minion. You lose one healing surge. You may not cast this spell if you have no healing surges left. The minion is considered to have already acted this round.
Special: Kin of Undead cannot use this ability.
Internal Pain Necromancer Attack 1
You curse an enemy so that its body is wracked with pain.
Encounter * Shadow, Implement, Hex
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Fortitude
Hit: 2d6 damage and the target suffers a -1 penalty to all rolls until the end of the your next turn.
Level 1 Daily Spells
Command Minion: Leap Attack Necromancer Special 1
You command an enemy to leap at an opponent violently.
Daily * Shadow
Standard Action Ranged 20
Target: One undead ally under your control
Effect: The undead ally makes an immediate move of up to their speed and then makes a melee attack with a attack and damage bonus equal to your Charisma. This deals the standard amount of damage. The target of this ability must be able to attack.
Curse of Tongues Necromancer Attack 1
You curse the target’s mind to prevent its ability to speak the words of spells.
Daily * Shadow, Implement, Hex
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Fortitude
Hit: 2d8 damage and the target suffers a -5 penalty to all ranged attacks with the Arcane, Divine, or Shadow keywords until the end of your next turn.
Shadow Burst Necromancer Attack 1
You emit an intense burst of shadow energy to repulse nearby attackers.
Daily * Shadow, Implement
Standard Action Close Burst 1
Target: Creatures within burst
Attack: Intelligence vs. Will
Hit: The targets take 2d8 damage and are shifted one square away from the Necromancer if possible.
Vile Hex Necromancer Attack 1
You utter a vile hex that attacks other hexes affecting the target, causing them to suffer harm but no relief.
Daily * Shadow, Implement, Hex
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Fortitude
Hit: The target takes ongoing damage 5 at the beginning of their turn if they are under the effect of any other Necromancer hex. This hex ends when the target begins a turn without any other hexes.
Level 2 Utility Spells
Dust Minion Necromancer Utility 2
With no access to the normal raw materials, you use shadow to animate the dust itself into an undead minion.
Daily * Shadow
Standard Action Ranged 10
Target: One empty square
Effect: Create an undead minion in the target square. You lose one healing surge. You may not cast this spell if you have no healing surges left. The minion is considered to have already acted this round.
Special: Kin of Undead cannot use this ability.
Shadow Shield Necromancer Utility 2
You envelope yourself with a shield of shadow.
Encounter * Shadow
Standard Action Personal
Effect: You gain +2 AC for the rest of the encounter.
Summon Minion Necromancer Utility 2
You call upon the power of shadow to warp one of your minions to your side immediately.
Daily * Shadow
Standard Action Ranged 10
Target: One undead ally under your control
Effect: The undead ally immediately appears in a square bordering your own. You cannot use this ability if there is no open square next to you. This ability cannot be used on minions who are effected by a condition or effect that prevents them from moving.
Siphon Life Necromancer Utility 2
Just as you can create, so can you destroy. You siphon the life force out of one of your minions to heal you.
Daily * Shadow, Healing
Standard Action Ranged 20, Personal
Target: One undead ally under your control, yourself
Effect: One undead ally under your control is immediately destroyed, and you may spend a healing surge to gain your healing surge healing plus an amount of hit points equal to your Constitution modifier.
Special: Kin of Undead cannot use this ability.
Level 3 Encounter Spells
Brittle Bones Necromancer Attack 3
You curse an enemy so that any future damage shatters bones painfully.
Encounter * Shadow, Implement, Hex
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Fortitude
Hit: 1d8 + Constitution modifier damage and the next time that creature would suffer damage, it takes an additional 2d8 + Constitution modifier damage.
Enduring Hex Necromancer Attack 3
You case a hex that lasts for an entire battle.
Encounter * Shadow, Implement, Hex
Minor Action Ranged 10
Target: A creature
Attack: Constitution vs. Fortitude
Hit: The target takes 1d8 damage. This hex lasts on the creature until the end of the encounter, but lies dormant. If the hex ends before the end of the encounter or five minutes (whichever occurs first), you regain this ability.
Shadow Shift Necromancer Attack 3
You work the power of shadow to damage your target while shifting your position.
Encounter * Shadow, Implement
Standard Action Ranged 10
Target: A creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage and you or any one of your minions may shift up to three squares.
Underworld Chains Necromancer Attack 3
You work the power of shadow to damage your target while shifting your position.
Encounter * Shadow, Implement
Standard Action Ranged 10
Target: A creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage and the target is immobilized until the end of your next turn.
Level 5 Daily Spells
Command Minion: Killing Blow Necromancer Special 5
You command one of your minions to strike a killing blow against a wounded enemy
Daily * Shadow
Standard Action Ranged 20
Target: One undead ally under your control
Effect: The undead ally makes an immediate melee or ranged basic attack on a bloodied enemy with a attack bonus equal to your Charisma. If this attack hits, it a damage bonus equal to your Charisma modifier + 5. The minion targeted by this ability must be able to attack.
Linked Fates Necromancer Attack 5
You link the fates of two enemies, causing one to suffer all of the pain of the other.
Daily * Shadow, Implement, Hex
Standard Action Ranged 10
Target: A creature
Secondary Target: A creature within 5 squares of the primary target.
Attack: Constitution vs. Fortitude
Secondary Attack: Hits automatically
Hit: The primary target takes ½ of all damage suffered by the secondary target until the beginning of your next turn. The secondary target suffers no ill effects.
Note: The secondary target is not considered hexed for the purpose of other Necromancer spells, nor can the hex be dispelled off the secondary target.
Shadow Leak Necromancer Attack 5
You overload the shadow energy in your minions, causing it to leak out an damage nearby creatures, scalding their flesh and soul.
Daily * Shadow, Implement
Standard Action Special
Target: All creatures adjacent to your minions
Attack: Intelligence vs. Reflex
Hit: All creatures adjacent to any of your minions take 1d8 + Intelligence damage. Creatures adjacent to more than one minion take damage from each of them.
Unholy Claws Necromancer Attack 5
You work the power of shadow to damage your target while shifting your position.
Daily * Shadow, Implement
Standard Action Burst 2 within 10
Target: Creatures within burst
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage and all targets are immobilized until the end of your next turn. This attack does not affect undead.
Level 6 Utility Spells
Command Minion: Defend Me! Necromancer Utility 6
You command one of your minions to hurl itself in harm’s way, preventing an attack from hurting you.
Encounter * Shadow
Immediate Interrupt
Trigger: You are hit by an attack
Effect: An undead minion within 5 squares takes the damage instead of you.
Life Tap Necromancer Utility 6
A mastery over life and death allows you to take life from one and give it to another.
Daily * Shadow, Healing
Standard Action Close Burst 5
Target: One undead ally under your control
Secondary Target: All party members
Effect: One undead ally under your control is immediately destroyed, and every member of the party may choose to spend a healing surge.
Minion Step Necromancer Utility 6
You and your minions are inexorably linked, allowing you to call upon the shadows to switch positions with them in an instant.
Encounter * Shadow
Move Action Ranged 20
Targets: You and one undead ally under your control
Effect: You and your target swap places. You both heal a number of hit points equal to your Constitution modifier, if possible.
Stolen Luck Necromancer Utility 6
You and your minions are inexorably linked, allowing you to call upon the shadows to switch positions with them in an instant.
Encounter * Shadow
Standard Action Close burst 10
Targets: Allies within burst
Effect: All allies get a +2 to attack rolls against hexed opponents until the end of your next turn.
Level 7 Encounter Spells
Command Minion: Death Jaws Necromancer Special 7
You do not allow a minion to die uselessly. You command the minion to rip apart its killer with one final act of savagery.
Encounter * Shadow
Immediate Interrupt
Trigger: One of your minions within 20 squares dies
Effect: The undead minion immediately makes a basic attack that deals bonus damage equal to 1d8 + your Charisma modifier.
Command Minions: Mutilate Necromancer Special 7
Encounter * Shadow
Standard Action Ranged 20
Target: An enemy adjacent to one or more minions
Effect: All minions adjacent to that enemy gain an immediate basic melee attack. This does not apply to minions who cannot attack or otherwise act (i.e are stunned).
Dead Man’s Cry Necromancer Special 7
You cause a wail of the dead to issue forth, scarring the mind of your target.
Encounter * Shadow, Implement
Standard Action Ranged 10
Target: A creature
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier damage.
Special: If the target is adjacent or in the same square as a corpse, the ability recharges instantly.
Overload Hex Necromancer Special 7
You concentrate shadow energy on one of the hexes you have cast on the target, causing it to wrack their mind with paralyzing pain.
Encounter * Shadow, Implement
Standard Action Ranged 10
Target: A creature who has one hex on it
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier damage and one hex of your choice on the target immediately ends.
Level 9 Daily Spells
Command Minion: Explode Necromancer Special 9
You speak a single word to one of your minions, causing it to explode in a burst of shadow energy and gore.
Daily * Shadow
Standard Action Burst 3 within 20
Target: Creatures in burst
Attack: Charisma vs. Reflex
Hit: Targets take 4d8 + Charisma modifier damage and are dazed (save ends)
Miss: Half damage and targets are slowed (save ends)
Special: Must be centered on a minion under your control. The minion dies.
Special: Kin of Undead cannot use this ability.
Extend Hexes Necromancer Attack 9
Daily * Shadow, Implement, Reliable
Standard Action Ranged 10
Target: A creature
Attack: Constitution -4 vs. Fortitude
Hit: All current hexes on the target are treated as if they were just cast. The target does not get new saves.
Necromantic Hex Necromancer Attack 9
Daily * Shadow, Implement, Hex
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Fortitude
Hit: 2d8 damage + Constitution modifier. The target is considered hexed until end of encounter or five minutes. If the target dies while hexed, it instantly rises as your minion.
Miss: Half damage. The target is considered hexed until end of encounter or five minutes. If the target dies while hexed, it instantly rises as your minion.
Shadow Feedback Necromancer Attack 9
Daily * Shadow, Implement, Hex
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Fortitude
Hit: 1d8 damage + Constitution modifier. The target is considered hexed until end of encounter or five minutes. If the target regains hit points during this time, see below.
Miss: No damage. The target is considered hexed until end of encounter or five minutes. If the target regains hit points during this time, see below.
Secondary Target: Whomever caused the healing effect on the primary target
Secondary Attack: Constitution vs. Fortitude
Secondary Hit: 4d8 + Constitution modifier damage
Note: Passive DC 15 Arcana check can tell healing the target would be a bad idea.
Level 10 Utility Spells
Army of Death Necromancer Utility 10
You call upon a great current of shadow to infuse all the corpses on the battlefield with shadow energy.
Daily * Shadow
Standard Action Ranged 20
Target: Corpses within range
Effect: You create a number of minions equal to the number of available corpses. You lose one healing surge for each minion created. You may not cast this spell if you have no healing surges left. You take 10 damage for each minion above your maximum control amount so created. The minion is considered to have already acted this round. You must create as many minions as possible with this ability. Any minions above your normal control limit turn to dust at the end of the encounter or after five minutes.
Harm Transfer Necromancer Utility 10
Daily * Shadow, Healing
Minor Action Ranged 10
Target: An ally within 10 squares of your minion
Effect: All negative conditions and hexes on the ally are instead transferred to a minion of your choice within range. Hexes that have effects on ending are no triggered.
Pleasure in Death Necromancer Utility 10
For some necromancers watching a death can be the sweetest ecstasy, a pleasure so great it refreshes them in body and mind. This pleasure can be shared with others.
Encounter * Shadow, Healing
Immediate Reaction Ranged 10
Trigger: An enemy dies within 10 squares.
Effect: You or another ally within range may spend a healing surge. Add your Constitution bonus to the hit points regained.
Unstoppable Minion Necromancer Utility 10
You channel a constant stream of shadow into your minion, making it immune to even the most powerful enemy attacks.
Encounter * Shadow
Minor Action Ranged 20
Target: One minion within range
Effect: The minion gains immunity from all damage and negative conditions until the end of your next turn.
Sustain Standard: The effect persists one more round. If you suffer damage or a negative condition, the effect immediately ends.
Note: A passive Arcana DC 20 can tell observers this ritual may be cancelled by attacking the necromancer.
Level 13 Encounter Spells
Command Minion: Devour Alive Necromancer Special 13
You command one of your minions to devour an enemy alive, feasting on their delicious flesh.
Encounter * Shadow
Standard Action Ranged 20
Target: One undead ally under your control
Effect: The undead ally makes an immediate melee or ranged basic attack with a attack bonus equal to your Charisma. If this attack deals damage and the minion is a Dead Guard, the minion is healed for that amount. The minion targeted by this ability must be able to attack.
Ghoul Touch Necromancer Attack 13
Encounter * Shadow, Implement,
Standard Action Melee
Target: A creature
Attack: Constitution vs. Reflex
Hit: 2d8 damage + Constitution modifier. The target is stunned (save ends)
Miss: The target is immobilized (save ends)
Ignite Hexes Necromancer Attack 13
Encounter * Shadow, Implement
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Fortitude
Hit: Target takes 1d8 for each hex it is currently afflicted with.
Shattering Hex Necromancer Attack 13
This hex causes an intense agony in its target, but that is only a distraction from the true payload. When it ends, the hex shatters, sending shards of shadow into the target’s mind.
Encounter * Shadow, Implement, Hex
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Fortitude
Hit: The target suffers 10 ongoing damage (Save ends). When the target saves against the ongoing damage, it is stunned.
Level 15 Daily Spells
Command Minions: Orb of Obliteration Necromancer Attack 15
Daily * Shadow
Standard Action Ranged 20
Requirement: Must have the Ranged Minion Feat
Target: An enemy within range of one or more minions
Effect: All ranged minions within 10 squares make a ranged attack on the enemy that deals their normal damage + 2d6 . This does not apply to minions who cannot attack or otherwise act (i.e are stunned).
Explode Hexes Necromancer Attack 15
Daily * Shadow, Implement
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Fortitude
Hit: Target takes 2d8 damage for every hex it is afflicted with. All of those hexes immediately end (events triggered on end of hex are triggered as normal).
Miss: Half damage. All hexes end as above.
Festering Hex Necromancer Attack 15
xxxx
Daily * Shadow, Implement, Hex
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Fortitude
Hit: 3d8 + Constitution modifer damage and the next healing effect on the target has no effect.
Miss: Half damage.
Hex of Blindness Necromancer Attack 15
You fill your enemy’s eyes with shadow, causing them to be unable to see at all.
Daily * Shadow, Implement, Hex
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Fortitude
Hit: 4d8 + Constitution modifer damage and the target is blinded (save ends)
Miss: No damage. Target is blinded (save ends)
Level 16 Utility Spells
Blood Offering Necromancer Utility 10
You offer the blood of one of your minions up to dark and forgotten gods in exchange for great temporary power.
Daily * Shadow
Minor Action Ranged 20
Target: One minion within range
Effect: The minion targeted dies. Your next successful attack is automatically a critical hit. This ends at the end of the encounter or after five minutes.
Special: Kin of Undead cannot use this ability.
Dark Knowledge Necromancer Utility 16
You temporarily tap into dark knowledge to discover a way to cast hexes on enemies with near instantaneous speed.
Daily * Shadow
Minor Action Personal
Effect: You gain an additional two standard actions to use on casting hexes. You must use abilities with the keyword Hex. You lose a healing surge when you use this power. You must have at least one healing surge to use this power.
Necrotic Regeneration Necromancer Utility 16
Daily * Shadow, Healing
Minor Action Self
Effect: You gain Regeneration 10 until the end of the encounter or until 5 minutes have passed. After this effect ends, you gain the Necrotic Regeneration disease. This ability costs a healing surge.
Recall Hex Necromancer Utility 16
Daily * Shadow, Healing
Standard Action Ranged 10
Target: An ally within 10 squares of a hexed enemy
Effect: The ally gains 2d8 hit points per hex on the enemy. All hexes on the enemy immediately end.
Level 17 Encounter Spells
Command Minion: Frenzy Necromancer Special 17
Encounter * Shadow
Standard Action Ranged 20
Target: One undead ally under your control
Effect: The undead ally makes an immediate melee attack bonus equal to your Charisma against all enemies within “close burst 1”. This deals the standard amount of damage. The target of this ability must be able to attack.
Control Undead Necromancer Attack 17
Encounter * Shadow, Implement
Standard Action Ranged 20
Target: One undead ally under your control
Attack: Charisma vs. Will
Hit: Target becomes dominated (save ends)
Hope Destroying Hex Necromancer Attack 17
You hex the enemy with an intense fear of failure and death that any living creature can understand. The smallest mistake transforms it into a cringing, pathetic wreck.
Encounter * Shadow, Implement, Hex
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier damage and the next time the target misses an attack, it becomes helpless (save ends).
Horrific Visage Necromancer Attack 17
Encounter * Shadow, Implement, Fear
Standard Action Ranged 10
Target: A creature
Attack: Intelligence vs. Will
Hit: 1d10 + Constitution modifier damage and the target is immobilized and cannot attack you (save ends both).
Level 19 Daily Spells
Command Minion: Diseased Attack Necromancer Attack 19
Daily * Shadow
Standard Action Ranged 20
Target: One undead ally under your control
Effect: The undead ally makes an immediate melee attack bonus equal to your Charisma against an enemy. This deals the standard amount of damage, and also inflicts the enemy with the Shadow Necrosis disease. The target of this ability must be able to attack.
Cripple Necromancer Attack 19
Daily * Shadow, Implement, Hex
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Fortitude
Hit: 2d6 + Constitution modifier damage and the target is blinded, deafened, dazed, and slowed (one save ends all)
Miss: Half damage and the target is dazed (save ends)
Malaise Necromancer Attack 19
Daily * Shadow, Implement, Hex
Standard Action Burst 3 within 10
Target: Enemies within burst
Attack: Constitution vs. Will
Hit: 2d10 + Constitution modifier damage and the target is slowed and weakened (one save ends both)
Miss: Half damage and the target is slowed (save ends)
Necrotic Burst Necromancer Attack 19
Daily * Shadow, Implement
Standard Action Close burst 3
Target: Each creature in burst
Attack: Intelligence + 4 vs. Reflex
Hit: 3d10 + Constiution modifier damage. You also takes the damage.
Special: Undead are instead healed for the same amount of damage. Undead are hit automatically (no need to roll attacks vs. undead)
Level 22 Utility Spells
False Death Necromancer Utility 22
Daily * Shadow, Healing
Immediate Reaction
Trigger: You die.
Effect: You instantly heal up to one hit point and regain consciousness. You may shift up to three squares. This ability costs one healing surge, and may not take effect if you have no healing surges left.
Masochistic Power Necromancer Utility 22
Daily * Shadow
Immediate Reaction
Trigger: You take an amount of damage equal to your healing surge value
Effect: Your next attack will do an additional 4d8 damage.
Spirit Calling Necromancer Utility 22
Daily * Shadow, Healing
Standard Action Range 5
Target: A dead ally
Effect: The ally is restored to life with a single hit point remaining. This costs two healing surges.
Level 23 Encounter Spells
Animus Blade Necromancer Attack 23
You sacrifice some of your own life force to send a blade of piercing shadow that cuts your enemy’s very soul.
Encounter * Shadow, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 5d10 + Constitution modifier damage.
Special: You must spend a healing surge to cast this spell.
Command Minion: Shriek Necromancer Attack 23
You command your minion to issue an unholy shriek that damages the minds and body of those around it.
Encounter * Shadow, Implement, Fear
Standard Action Burst 3 within 20
Target: Creatures in burst
Attack: Charisma vs. Will
Hit: Targets take 3d8 + Charisma modifier damage and flee from the minion a number of squares up to their speed (your choice)
Special: Must be centered on a minion under your control.
Mind Destroying Hex Necromancer Attack 23
Encounter * Shadow, Implement, Hex
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Will
Hit: 2d6 + Constitution modifier damage and the next time the target fails on attack roll, the target is dominated (save ends the domination).
Level 25 Daily Spells
Dystopia Necromancer Attack 25
Daily * Shadow, Implement
Standard Action Close burst 20
Target: Creatures within burst
Attack: Constitution vs. Will
Hit: 2d10 + Constitution modifier damage
Special: The spell creates a zone where all successful attacks, both friendly and enemy, do maximum damage. All creatures in the zone are considered hexed for the purpose of other necromancer abilities. This zone persists until the end of the encounter or for five minutes.
Sustain Minor: The zone persists
Finger of Death Necromancer Attack 25
Daily * Shadow, Implement
Standard Action Ranged 5
Target: A bloodied creature or minion
Attack: Intelligence vs. Fortitude
Hit: The target is reduced to zero hit points.
Miss: The target takes 2d10 + Constitution damage.
Tornado of Shadow Necromancer Attack 25
Daily * Shadow, Implement
Standard Action Ranged 10
Effect: You conjure a tornado of shadow energy in an unoccupied square. As a move action, you may move the tornado up to four squares.
Target: Creatures adjacent to tornado.
Attack: Intelligence vs. Reflex
Hit: 3d8 + Constitution damage.
Sustain Standard: The tornado persists.
Level 27 Encounter Spells
Bone Cage Necromancer Attack 27
You cause bones to rise up from the ground to create an impassible wall surrounding one of your enemies, or perhaps yourself
Encounter * Shadow, Conjuration
Standard Action Wall 18 within 10 squares
Effect: You conjure a solid wall of contiguous squares filled with skulls. The wall must occupy the nine squares surrounding a target (Any occupied squares have no wall section arise in that square). The wall is two squares high. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall.
Special: As a standard action, a creature can attack one square of the wall. Each square has 30 hit points. The wall crumbles away after five minutes or at the end of the encounter.
Command Minion: Shadow Shift Necromancer Special 27
You invoke one of the most powerful shadow commands, allowing your minion to attack a target and then instantly reappear somewhere else to attack another target.
Encounter * Shadow
Standard Action Ranged 20
Target: One undead ally under your control
Effect: The undead ally makes an immediate melee or ranged basic attack. The minion then may teleport up to 10 squares away and make a second melee or ranged basic attack. The minion targeted by this ability must be able to attack.
Spiteful Spirit Necromancer Attack 27
You invoke a vengeful spirit of a murder victim to curse your enemies. For every harm they inflict on another, the spirit inflicts tenfold pain upon them.
Encounter * Shadow, Implement, Hex
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Will
Hit: The target takes 3d8 + Constitution modifier damage every time they use an attack or spell that can deal damage to an enemy, regardless of whether it successfully deals damage. A single ability that results in multiple attacks causes the victim to take damage from Spiteful Spirit multiple times. (save ends)
Level 29 Daily Spells
Death In Victory Necromancer Attack 29
At this level of necromancy, you are unlikely to lose any battle, but you can assure your target certainly cannot win. You hex the target to gain nothing buy a pyrrhic victory.
Daily * Shadow, Implement, Hex
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Will
Hit: The target takes 3d8 + Constitution modifier damage every time they use a power that targets a creature with fewer hit points, regardless of whether it is successful. A single ability that results in multiple attacks causes the victim to take damage from Death In Victory multiple times. (save ends)
Miss: The target takes 3d8 + Constitution damage.
Victory in Death Necromancer Attack 29
You, in a final act of desperation, use an incredible amount of your own life force to directly attack the target’s soul. This attack is rarely survived on either side.
Daily * Shadow, Implement
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Fortitude
Hit: The target takes damage equal to your bloodied value. You take half as much damage as the target.
Miss: Half damage. You still take normal damage.
Wail of Doom Necromancer Attack 29
Daily * Shadow, Implement
Standard Action Close burst 5
Target: Enemies in burst
Attack: Intelligence vs. Will
Hit: The target has -10 to all defenses (save ends).
Miss: the target has -5 to all defenses (save ends).
Necromancer Paragon Paths
Kin of Undead
“The living have no sway over me, for I am kin to the undying.”
Prerequisite: Necromancer class
You have moved beyond most necromancers and no long use undead minions closely in battle. Instead, you have made a pact with one of the deities associated with undeath and have befriended the undead. In recognition of this bond, you gain the services of a specific undead called a Dead Guard to serve as your body guard and companion.
Kin of Undead Path Features
Kin’s Dead Guard (11th level): You lose the ability to use normal undead minions (And access to sacrificial powers), but instead gain the services of a specific Dead Guard. This Dead Guard is an intelligent undead with a specific personality and your choice is permanent. Your Dead Guard is immune to all turning attempts, domination powers, and fear powers. This Dead Guard is fiercely loyal and will never betray you.
You may repick any powers or feats that you are no longer eligible for.
Death Pact (11th level): You gain an understanding with the dead. Unintelligent dead will not attack you unless commanded, and intelligent undead will treat you as a friend until proven otherwise. Of course, not all undead treat their friends very well, but they will make a strong attempt not to harm you.
Family Bond (16th Level): You and your Dead Guard both get +1 to all attacks while within 5 squares of each other.
Summon Dead Guard Kin Feature 11
You cause a corpse to transform into the form of your Dead Guard.
At-Will * Shadow
Standard Action Ranged 20
Requirement: You must have the Undead Control I feat.
Target: One corpse within range
Effect: You summon your Dead Guard. You lose two healing surges. You may not cast this spell if you have no healing surges left. Your Dead Guard is considered to have your initiative and may act after your turn.
Luring Shadows Kin Attack 11
You conjure enticing shadows to constrict your target painfully.
Encounter * Shadow, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage.
Special: If this hits, your Dead Guard gains a free Standard Action.
One With Death Kin Utility 12
You gently manipulate the shadow energy connecting you with your Dead Guard, healing both of you.
Encounter * Shadow, Healing
Standard Action Personal
Effect: You may spend a healing surge. If you do, both you and your Dead Guard are healed for your healing surge value.
Shadow Tag Team Kin Attack 20
You knock enemies into the air with powerful spikes of shadow energy, and your Dead Guard leaps into the air attacking all of them before they hit the ground.
Daily * Shadow, Implement
Standard Action Close burst 1
Target: Enemies in burst
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier damage. Your Dead Guard may make a basic melee attack with a bonus equal to your Charisma modifer against all targets hit by this ability.
Special: Your Dead Guard must be adjacent to you in order to use this ability.
Life Drinker
“I understand life for what it really is: an easily transferred energy source.”
You have studied the very energy that animates life more thoroughly than other necromancers, which has given you great insights. You are capable of healing yourself both with natural shadow energy, as well as stealing the life force of those who you attack.
Life Drinker Path Features
Shadow Regeneration (11th level): You and all allies within 5 squares gain back 5 hit points every time you spend an action point.
Blood Drinking (11th level): Every time one of your minions successfully attacks, you gain 2 hit points.
Shadow Regeneration (16th level): You gain a passive regeneration 5 when bloodied
Drain Life Life Drinker Attack 11
You draw the very life out of an enemy in a visible strand that heals you as much as it harms them.
Encounter * Shadow, Implement, Healing
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier damage, which you gain half as healing.
Sustain Standard: The enemy takes a further 2d6 + Intelligence damage, which you gain half as healing. You cannot sustain the power if the enemy moves out of range.
Shadow Power Life Drinker Utility 12
You manipulate the shadow surrounding you to give you an additional surge of energy.
Daily * Shadow, Healing
Minor Action Personal
Effect: You gain back a healing surge.
Hex of the Life Eater Life Drinker Attack 20
You hex the enemy with a hex that consumes their life energy.
Daily * Shadow, Implement, Hex
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Fortitude
Hit: The target suffers ongoing damage 10 (save ends). Every time the target takes damage from this effect, you heal that many hit points.
Miss: The target suffers ongoing damage 5 (save ends). Every time the target takes damage from this effect, you heal that many hit points.
Hexed One
“I intend to share my misfortune with all my enemies.”
You have cast too many hex spells, and one of them never quite left. Now you are wracked with a horrible hex that you can never be rid of. However, this is a mixed blessing, as it has greatly increased your ability to hex others.
Hexed One Path Features
Permanent Hex (11th level): Once per day the DM may force you to reroll any successful roll. You also may force a reroll of any roll you know about (i.e an attack you see, a diplomacy attempt you hear, etc) once per day.
Hex Master (11th level): You may spend an action point to change a given hex attack that missed into an automatic hit.
Lingering Hexes (16th level): Once per encounter, when an enemy makes a save vs. one of your hexes, you roll a 1d20 and they use the lower of the two rolls.
Command Minion: Hex! Hexed One Special 11
You deliver one of your hexes through an undead minion.
Encounter * Shadow
Standard Action Ranged 20
Target: One undead ally under your control
Effect: The undead ally makes an immediate melee or ranged basic attack with a attack bonus equal to your Charisma. This deals the standard amount of damage. If it hits, you may cast a hex as a free action. The target of this ability must be able to attack.
Counter hex Hexed One Utility 12
You deliver one of your hexes through an undead minion.
Encounter * Shadow
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You may cast any hex on the attacker as a free action.
Hex of the Exile Hexed One Attack 20
You utter an especially vile hex that does not harm the enemy, but instead harms all of his compatriots around him. This hex can be used for the most exquisite tortures, as few things are worse than surviving unharmed as your friends and loved ones die around you.
Daily * Shadow, Implement, Hex, Reliable
Standard Action Ranged 10
Target: A creature
Attack: Constitution vs. Fortitude
Hit: The target suffers no ill consequences. Any enemies (of the necromancer) who start their turn adjacent to the target take 5d6 damage. This effect lasts until the end of the encounter or for five minutes.
Note: This produces a ripple in the air around the target and a sense of foreboding, so anyone who enters the area realizes the danger beforehand. The target of the hex is ignorant of the danger.
Dark Reaper
“With this blade, the lives of all of my enemies shall make a dark harvest.”
You prefer a more hands on approach than most traditional necromancers, and wade into combat alongside your minions with a wicked scythe. Being no warrior, you do not fight with strength or martial prowess, rather you channel dangerous shadow energies into your attacks.
Dark Reaper Path Features
Self-harming Attack (11th level): You may use your Constitution modifier instead of your Strength for attack and damage rolls using a scythe. If you do so, you take 1 damage.
Spinning Scythe (11th level): You gain a +2 AC bonus while wielding a scythe.
Blood Drenched Scythe (16th level): Whenever you take damage, you may choose to take an additional five damage. If you do, you may use half the amount of damage you took as a damage bonus to your next scythe attack.
Shadow Slice Dark Reaper Attack 11
You imbue the scythe with the power of shadow, allowing you to direct a wave of pure shadow energy with your attack.
Encounter * Shadow, Weapon
Standard Action Special
Requirement: You must be wielding a scythe.
Target: Creatures within area of effect
Attack: Constitution vs. Reflex
Hit: 3[W] + Constitution modifier damage
Special: The ability affects one adjacent square, and four squares in a straight line from that square. This ability provokes attacks of opportunity. You lose five hit points when you use this ability.
Whirlwind Scythe Dark Reaper Utility 12
You quickly spin your scythe until it generates a whirlwind capable of stopping almost all attacks that nearly blows your enemies over.
Daily * Shadow, Weapon
Requirement: You must be wielding a scythe.
Immediate Interrupt Personal
Effect: All of your defenses increase +5 until the end of your next turn. All enemies in close burst 1 are pushed one square. You lose five hit points when you use this ability.
Phantom Scythe Dance Dark Reaper Attack 20
You scythe becomes a weapon of pure shadow energy. All of your minions also temporarily gain a copy of your shadow scythe, and you all simultaneously swing with a great sweeping attack.
Daily * Shadow, Weapon
Standard Action Special
Requirement: You must be wielding a scythe.
Target: Creatures within area of effect
Attack: Constitution vs. Reflex
Hit: 2[W] + Constitution modifier damage per attack
Special: The ability affects close burst 1 around you and all of your minions. You lose ten hit points when you use this ability.
Necromancer Epic Destiny
Lich
As a Lich, you will be an eternally powerful necromancer, able to shape the world for centuries, even millennia to come.
Prerequisite: 21st level Necromancer
You are quickly on the path to achieving complete and total command over life and death. Once you have completed the last ritual, you will gain true immortality, equaled only by the gods themselves. In the meanwhile, you still participate in mortal affairs, trying to decipher the final secrets that you need.
Immortality
Many wizards and clerics throughout the planes have sworn fealty to Orcus in return for becoming a lich, but that is the path of those who do not have your understanding. You are working on a ritual that will grant you complete and total immortality without the intervention of any god.
Lich Features
Intertwined Lives (21st Level): Once per day, when attacked, the attacker suffers the same consequences.
Prototype Phylactery (24th Level): Once per day, when killed, you can instantly resurrect at the location of your phylactery.
Power of Undeath (30th Level): Whenever an enemy falls in battle, you may instantly create a minion or your Dead Guard as a free action.
Exalted Knowledge of Life and Death Lich Utility 26
You use your incredible knowledge of life and death to fully regenerate any living or undead being.
Daily * Shadow, Healing
Standard Action Ranged 10
Target: One ally
Effect: You expend one healing surge. The target is restored to full hit points and loses all negative conditions. This works on living, undead, and intelligent constructs alike.
Necromancer Feats
Heroic Feats
Shadowy Guile [Necromancer]
Prerequisites: Necromancer
Benefit: Your Intelligence based necromancer spells all have +1 to hit.
Undead II [Necromancer]
Prerequisites: Necromancer, level 2
Benefit: You may control up to two undead risen or magi at once.
Undead Research: Magus [Necromancer]
Prerequisites: Necromancer, Undead Control I
Benefit: You may create undead magi as well as undead risen.
Note: You may only have risen or magi at any one time.
Undead Research: Power [Necromancer]
Prerequisites: Necromancer
Benefit: Your undead all do +2 damage with their attacks.
Paragon Feats
Undead Control III [Necromancer]
Prerequisites: Necromancer, level 11
Benefit: You may control up to three undead risen or magi at once.
Undead Research: Recycling [Necromancer]
Prerequisites: Necromancer, Undead Control II
Benefit: Whenever an undead risen or magus dies, roll 1d6. If it is a 5 or 6, gain one healing surge.
Epic Feats
Hex Power [Necromancer]
Prerequisites: Necromancer, Level 21
Benefit: Your spells with the Hex keyword critical on 19-20
Undead Control IV [Necromancer]
Prerequisites: Necromancer, level 21
Benefit: You may control up to four undead risen or magi at once.
Undead Research: Ravage [Necromancer]
Prerequisites: Necromancer, Level 21
Benefit: Your undead critical on 19-20.
Mutliclass
Initiate of the Dead [Multiclass Necromancer]
Prerequisites: Necromancer
Benefit: You gain one skill from the necromancer list. You may now use the Animate Undead Minion class feature, but this also requires the Undead Control I feat.
Necromancer Rituals
To be done later…
Animate Dead
Disguise Minion
Animate intelligent dead
Control intelligent dead
Dead eyes
Puppeteer dead
Grave step?
Necromancer Magical Items
Death-kissed Skull Level 1+
A skull enchanted to channel necromantic energies. Most Necromancers make their own.
Level 1 +1 360 gp Level 16 +4 45,000 gp
Level 6 +2 1800 gp Level 21 +5 225,000 gp
Level 11 +3 9000 gp Level 26 +6 1,125,000 gp
Implement (Skull)
Enhancement: Attack and damage rolls
Critical: +1d6 damage per plus
Crystal Skull Level 2+
A skull of unknown origins capable of scarring the minds of its victims
Level 2 +1 520 gp Level 17 +4 65,000 gp
Level 7 +2 2,600 gp Level 22 +5 325,000 gp
Level 12 +3 13,000 gp Level 27 +6 1,625,000 gp
Implement (Skull)
Enhancement: Attack and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. Use this power when you hit with an attack. The target is dazed until the end of your turn.
Rune Scribed Skull Level 2+
A skull used by necromancers to summon the dead to their location.
Level 2 +1 520 gp Level 17 +4 65,000 gp
Level 7 +2 2,600 gp Level 22 +5 325,000 gp
Level 12 +3 13,000 gp Level 27 +6 1,625,000 gp
Implement (Skull)
Enhancement: Attack and damage rolls
Critical: +1d6 damage per plus
Power (Daily): As the Necromancer Dust Minion daily power.
Fiendish Skull Level X+
A skull of a dark being used by necromancers with callous disregard for their minions..
Level 2 +1 520 gp Level 17 +4 65,000 gp
Level 7 +2 2,600 gp Level 22 +5 325,000 gp
Level 12 +3 13,000 gp Level 27 +6 1,625,000 gp
Implement (Skull)
Enhancement: Attack and damage rolls
Critical: +1d6 damage per plus
Power (Daily):Minor action; ranged 10. You slide one minion under your command up to four squares, and the minion explodes, dealing 1d6 damage per plus in close burst 2. The exploding minion is destroyed.
Special: To create this item, you need the skull of a demon or devil.
King’s Funeral Wrappings Level X+
The funeral wrappings of a long forgotten king, imbued with unholy energies.
Item Slot: Hands
To be continued.
Dagger of Hexing Level 10+
A dagger that increases the powers of hexes cast by the wielder.
Level 10 5,000 gp Level 30 3,125,000 gp
Level 20 125,000 gp
Property: Reduces the saving throw rolls of enemies against your hexes by one.
Level 20: -2 penalty to saves
Level 30: -3 penalty to saves
Book of Whispered Secrets Level 5+
A book filled with the ciphered knowledge of everything that has ever died.
Level 5 +1 1,000 gp Level 20 +4 125,000 gp
Level 10 +2 5,000 gp Level 25 +5 525,000 gp
Level 15 +3 25,000 gp Level 30 +6 3,125,000 gp
Slot: Off-hand (takes the place of an implement)
Enhancement: Minion Attack rolls and minion damage rolls
Critical: +1d6 per plus
Property: This scythe functions as a necromancer implement, adding its enhancement bonus to attack rolls and damage rolls for necromancer spells that use implements.
Property: You do not gain your weapon proficiency bonus to the attack roll when using the Black Iron Scythe as an implement.
Shadow Iron Scythe Level 2+
A scythe forged with a special iron that collects and enhances shadowy energies.
Level 2 +1 520 gp Level 17 +4 65,000 gp
Level 7 +2 2,600 gp Level 22 +5 325,000 gp
Level 12 +3 13,000 gp Level 27 +6 1,625,000 gp
Weapon: Scythe
Enhancement: Attack rolls and damage rolls
Critical: +1d6 per plus
Property: This scythe functions as a necromancer implement, adding its enhancement bonus to attack rolls and damage rolls for necromancer spells that use implements.
Property: You do not gain your weapon proficiency bonus to the attack roll when using the Black Iron Scythe as an implement.
Scythe of the Living Dead Level 3+
A scythe made from willing gifts of jewelry from the undead.
Level 3 +1 680 gp Level 18 +4 85,000 gp
Level 8 +2 3,400 gp Level 23 +5 425,000 gp
Level 13 +3 17,000 gp Level 28 +6 2,125,000 gp
Weapon: Scythe
Enhancement: Attack rolls and damage rolls
Critical: +1d6 per plus
Property: This scythe functions as a necromancer implement, adding its enhancement bonus to attack rolls and damage rolls for necromancer spells that use implements.
Property: You do not gain your weapon proficiency bonus to the attack roll when using the Black Iron Scythe as an implement.
Property: Whenever you make a critical hit with a melee attack using the scythe, one of your minions within 10 squares may instantly make a basic attack. The minion must be able to make opportunity attacks to take advantage of this effect.
Skull of Kozuk Heroic Level Artifact
The skull of the first necromancer, a man who decided to immortalize himself by infusing a portion of his existence inside his own skull. It seeks necromancy for necromancy’s sake.
The Skull of Kozuk is a +2 Rune-scribed Skull with the following properties and powers:
Enhancement: Attack rolls and damage rolls
Property: You gain a +2 bonus to all ritual rolls.
Power (Daily): As the Necromancer Dust Minion daily power.
Property: When you spend an action point, you may spend an additional action point. If you do, all of your minions also gain the benefit.
Goals of the Skull of Kozuk
1. Advance the arts of necromancy
2. Give life to the lifeless
3. Create greater understanding of the practices of necromancy.
Roleplaying the Skull of Kozuk
The spirit of Kozuk himself occasionally speaks with the owner, either to give him advice, impart forgotten secrets, or occasionally to chastise the wielder if they are harming the reputation of necromancy. Evil necromancers are often in danger of gaining immense temporary power and quickly losing it if they anger Kozuk.
Kozuk views necromancy as something of an art to be perfected and spread, and believes that necromancy can make life better for everyone. He is a mild-mannered academic at heart, though he can grow inflamed at what he sees as misuse of necromancy. The spirit of Kozuk is not his full consciousness, and thus does not have access to the full repository of his necromantic wisdom and powers.
Concordance
Starting Score 5
Owner gains a level +1d10
Owner is a necromancer +2
Owner proves the usefulness and goodness
of necromancy in a new community* +4
Owner uses a necromantic ritual (max 1/day) +1
Owner uses necromancy to harm the innocent -2
Owner tarnishes the reputation of necromancy
in a new community* -4
* Subject to DM discretion. No penalty would apply if the villagers were already forming a lynch mob before the wielder made any impression.
Pleased (16-20)
“You are a true practioner of the art, both an innovator and a diplomat.” - Kozuk
The Skull of Kozuk is highly pleased to have such an accomplished necromancer wielding it.
Special: Kozuk may teach the wielder a new ritual at the DM’s discretion.
Power (Encounter): As a minor action you may enhance a hex spell you cast later during the turn. The first save the target makes to end any ongoing damage or conditions automatically fails. Any further saves are resolved as normal.
Satisfied (12-15)
“I cannot help but sing your praises for your recent acts of necromancy.” - Kozuk
Property: You gain 5 Necrotic Resist.
Special: The Dust Minion spell granted by the skull can be cast instantly.
Normal (5-11)
“The art of necromancy will change the world, and I need your help to do so.” - Kozuk
Unsatisfied (1-4)
“As you cast a shadow on necromancy, so to will a shadow fall upon you.” - Kozuk
Property: The Skull’s enhancement bonus is reduced to +1.
Angered (0)
“You are fit for nothing better than to be devoured by the dead.” - Kozuk
Property: The Skull does not give an enhancement bonus.
Property: Enemies have a +1 to their saving throws against necromancer hexes cast by the wielder.
Moving On
“There are others who might also cause progress in our field.” - Kozuk
The Skull will eventually move on to promote necromancy in other ways. If the Skull moves on while at least satisified, it leaves a +2 Rune-inscribed skull in its place. If the skull moves on while angered, the wielder and any companions must fight a Spawn of Kozuk.
Combat Tips for a Successful Necromancer
1. Positioning: Be wary of area of effect attacks against your pets. A single burst 3 within 20 could potentially vastly reduce your effectiveness in combat. Keep your pets spread out and position them so any burst enemy attacks will hit their allies as well. Also remember that pets can protect you from dangerous situations. A pet that moves into the correct position can remove the possibility of enemies gaining combat advantage over you, and could potentially save you 10-20% of your hit points. Correspondingly, use your minions to give combat advantage to other minions, or even better, the party rogue. A single square’s difference could give the rogue +5d6 damage per attack.
2. Character creation: Give your character some versatility. Necromancers have a variety of defense, healing, direct damage, hex, and pet abilities. You are technically a Leader archetype, so make sure to take some buffs to your pets and fellow players. Also note that you may be without pets due to enemy acts or circumstances, so plan to be effective even without a single minion by taking some of the other solid spells. A few enemies will make it particularly difficult to keep minions up (a Lich as defined in the Monster manual, for example)
3. Bookkeeping: Necromancers do require a little more bookkeeping than average. To help counter this, you can use the Necromancer Hex Chart to keep track of what hexes are effecting what targets. Corpse tokens are a great tool to keep track of corpses for use with necromantic rituals without cluttering the board. Once a body has been used for a corpse effect, it can no longer be used again, so remove the counter from the board.
4. Think about your turn in advance. A Necromancer is effectively taking more than one turn at once when using minions, so please try to anticipate how you would like to act and act decisively. This will help keep the action fast and fun for other players.
5. Hexes tend to be most effective when concentrated on one of the strongest enemy threats. That threat can then be slowed, weakened, or otherwise made far less effective. There are also several spells that specifically depend on the number of hexes on a given target at a given time. Minions, as discussed above, can be used on a single target, but can also fulfill a variety of tasks while dispersed, and will likely be safer that way.
Necromancy Related Diseases
Necrotic Regeneration Level 14 Disease
Undead flesh begins to grow where living flesh should grow.
Attack: +18 vs. Fortitude
Endurance: Improve DC 29, maintain DC 27, Worsen DC 26 or lower
Stage 0: The target is cured.
Initial Stage: The target gains resistance 5 against Necrotic and vulnerability 5 against Radiant damage.
Stage 2: As above, but the target also only heals for 50% the normal effect when healed.
Stage: 3: The target cannot gain the effects of healing until cured. The target gets resistance 10 against Necrotic and vulnerability 10 against Radiant damage.
Shadow Necrosis Level 19 Disease
Shadow infuses the body of the target, damaging organs. Their blood appears a red-black color when spilled, and their eyes appear to have a black oil in them.
Attack: +22 vs. Fortitude
Endurance: Improve DC 32, maintain DC 28, Worsen DC 27 or lower
Stage 0: The target is cured.
Stage 1: The target suffers 10 vulnerability vs. shadow
Initial Stage: The target suffers 10 vulnerability vs. shadow, and takes 20 damage when it becomes bloodied. If the target is bloodied when first contracting the disease, it immediately takes the 20 damage.
Stage: 3: The target dies.