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Gizladlo
2013-02-06, 01:58 AM
The following is the work I've done on making a Necromancer class. This is a work in progress (WIP), and I would appreciate it if you'd please evaluate and critique honestly (PEACH).

New Keyword
Minion
You can use a power with the minion keyword only if one or more of your undead minions is present in the encounter. If a power includes “minion” in its range, you determine line of sight and line of effect from one or more of your undead minions’ spaces, which is the power’s origin square or squares.

Necromancer

“I will show you there are fates much worse than death, my friend.”

CLASS TRAITS
Role: Leader. Your spells rejuvenate your allies by taking health from others, usually your foes or undead minions. Depending on your choice of class features and powers, you have the option of becoming a controller or a defender as a secondary role.
Power Source: Arcane and Shadow. You have been infused with the magical power of the Shadowfell, which you manipulate through physical exertion and strength of will.
Key Abilities: Charisma, Constitution, Dexterity

Armor Proficiencies: Cloth, leather, hide; light shields
Weapon Proficiencies: Simple melee
Implements: Daggers, staffs, wands
Bonus to Defense: +1 Fortitude, +1 Reflex

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 8 + Constitution modifier

Trained Skills: Arcana and Religion. From the class skills list below, choose three trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Bluff (Cha), Dungeoneering (Wis), Heal (Wis), Intimidate (Cha), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)

Build Options: Explosive necromancer, infectious necromancer, reanimating necromancer, shielding necromancer
Class Features: Death Rites, Necromantic Lore, revitalizing transfer, Shadow Magic

Necromancers are cunning, concealing leaders who provide their party more utility than mere healing. Through their shadow magic, they use their undead minions to dominate the battlefield, placing them in position to harry the enemy. When no longer useful, a minion can be sacrificed to save a party member, bolstering his or her defensive capabilities and filling them with false life.

As a necromancer, you bear a reputation for being deranged or insane. You may or may not fit this description, but the Shadowfell has left its mark on you in some way, and you carry a piece of the rotting realm with you everywhere you go. You might be a tool for Orcus, a devout and secretive follower of Vecna, someone trying to learn the secret to immortality, or even a repentant member of the Raven Queen’s order.

There are many forms of necromancy, from arcane to divine to psionic. But you have decided to take it straight from the source: the Shadowfell. You traveled there and fell upon a way to lead the very weakest undead creatures who live there, and something tells you this is only the beginning. But, at what cost? What have you given up for your newfound power? And what might you do for more?

Creating a Necromancer
The four necromancer builds are the explosive, infectious, reanimating, or shielding necromancer. Necromancer powers can draw on either Constitution or Dexterity for secondary effects, depending on the build, but all necromancers will want to have a high Charisma.

Explosive Necromancer
Your minions explode when slain, which have heightened your reflexes. Make Charisma your highest score, followed by Dexterity. Pick powers with your high Dexterity in mind, and look for the extra bonus provided by your class feature selection.
Suggested Class Feature: Explosive rites
Suggested Feat: Explosive Gift
Suggested Skills: Arcana, Bluff, Religion, Stealth, Thievery
Suggested At-Will Powers: cleansing acid, frightening umbrae
Suggested Encounter Power: siphon resolve
Suggested Daily Power: coordinated explosion

Infectious Necromancer
Your minions release noxious gases when slain, which have strengthened your ability to stave off diseases and other ill effects. Make Charisma your best score, followed by Constitution. Keep in mind your high Constitution while selecting your powers.
Suggested Class Feature: Infectious rites
Suggested Feat: Infectious Gift
Suggested Skills: Arcana, Dungeoneering, Heal, Religion, Stealth
Suggested At-Will Powers: bolt of fatigue, poisonous cloud
Suggested Encounter Power: pestilent bolt
Suggested Daily Power: circle of enfeeblement

Reanimating Necromancer
Your minions reconstruct themselves when slain, which shows your great vitality. Make Charisma your highest score, followed by Constitution. Take powers that make the greatest use of your high Constitution score.
Suggested Class Feature: Reanimating rites
Suggested Feat: Reanimating Gift
Suggested Skills: Arcana, Bluff, Intimidate, Religion, Streetwise
Suggested At-Will Powers: chilling presence, leeching strike
Suggested Encounter Power: the cold shoulder
Suggested Daily Power: summon shadow guardian

Shielding Necromancer
Your minions conceal your allies when slain, which you direct with superior hand-eye coordination. Make Charisma your highest score, followed by Dexterity. Look to exploit your high Dexterity score with your power selection.
Suggested Class Feature: Shielding rites
Suggested Feat: Shielding Gift
Suggested Skills: Arcana, Acrobatics, Religion, Stealth, Thievery
Suggested At-Will Powers: pushing shadows, shielding penumbrae
Suggested Encounter Power: deafen
Suggested Daily Power: fatiguing zone

Necromancer Class Features
Necromancers have the following class features.

Death Rites
These rites determine which magical effect occurs when a minion is destroyed, from an eruption of acid to a concealing shadow.

As a necromancer, you know the summon undead minion power, which allows you to bring your undead minions to your side. Some necromancer powers have the minion keyword (see above). To use these powers, at least one undead minion must be present, and you must have line of effect to the chosen minion or minions.

In addition, pick a Death Rites option below. This choice will determine the magical rites you performed on your minions. Also, some powers gain specific bonuses, as detailed in those powers, from this choice.

Explosive rites
Your minions explode when destroyed, damaging nearby creatures.
Explosive Rites: When a minion is destroyed, it deals necrotic damage to each adjacent creature equal to your Dexterity modifier + one-half your level.

Infectious rites
When destroyed, your minions release a gas that weakens the lifeforce of nearby creatures.
Infectious Rites: When a minion is destroyed, each creature adjacent to it takes a –2 penalty to saving throws until the end of his or her next turn.

Reanimating rites
Your minions have a chance to reform themselves when destroyed.
Reanimating Rites: When a minion is destroyed, make a saving throw. If you succeed, the destroyed minion regains 1 hitpoint and stands up as a free action.

Shielding rites
When destroyed, the shadow magic you imbued in your minions conceals a nearby ally.
Shielding Rites: When a minion is destroyed, you may choose to grant partial concealment to yourself or one ally within 5 squares of the destroyed minion. This concealment lasts until the end of your next turn.

Necromantic Lore
You gain the Ritual Caster feat (p. 200, Player’s Handbook) as a bonus feat, which allows you to perform magic rituals (Chapter 10, Player’s Handbook). You own a ritual book, and at 1st level it contains three rituals: Silence (p. 312, Player’s Handbook) and two 1st-level rituals.
Once per day, you can use Silence without expending components.
In addition, you gain a bonus to skill checks used to perform a ritual equal to half your Charisma modifier.

Revitalizing Transfer
Using the revitalizing transfer power, necromancers can grant their comrades renewed vigor by sacrificing a summoned minion.

Shadow Magic
Your magic affects shadows, and your allies find it is easier to hide in your presence. You and each ally within 10 squares of you have a +2 bonus to all Stealth checks.

Implements
Necromancers often use daggers, staffs, or wands to shape their shadow magic. When you wield a magic dagger, staff or wand, you can add its enhancement bonus to the attack rolls and damage rolls of necromancer powers and necromancer paragon path powers that have the implement keyword. Without an implement, you can still use these powers.

Necromancer Overview
Characteristics: Necromancers make fearsome leaders. Their powers draw on arcane and shadow sources, the might of the Shadowfell. They strengthen allies and cripple enemies. They typically lead from the back, letting their minions and other allies fight in the fray.

Religion: The necromancer reputation is that they all pay homage to Vecna, evil god of the undead, necromancy and secrets. While this might be true, there are some necromancers who also revere the Raven Queen, and they offer their services to her, providing her with armies of obedient revenants. Still other necromancers may worship Orcus, the Demon Prince of the Undead, and toil to help him overthrow the Raven Queen. Beyond that, they might have shrines to Corellon, Ioun or Sehanine, or even Asmodeus, Lolth or Zehir.

Races: Many races seem drawn to holding power over the undead, including those native to the Shadowfell. Most notably keen are satyrs, but others include the ranks of drow, half-elves, halflings, revenants, shades, tieflings, and vryloka.

Necromancer Powers
Your powers are shadow spells, manifestations of the dark magic you received in exchange for a piece of your soul.

Class Feature
Each necromancer has access to the summon undead minion and revitalizing transfer powers.

Summon Undead Minion
Necromancer Feature
At-Will • Summoning, Shadow
Minor Action (Special)
Close burst 5 (10 at 11th level, 15 at 21st level)
Effect: You summon an undead minion in an unoccupied square in the burst. The minion is an ally to you and your allies.

The minion lacks actions of its own. Instead, you spend actions to command it mentally, choosing either from the actions in its description, or, when applicable, from your necromancer powers. You need line of effect to a minion to command it. When you command a minion, the two of you share knowledge but not senses.

The minion lasts until it is destroyed, either by dropping to 0 hit points or by one of your necromancer powers, and you do not lose a healing surge when a minion is destroyed. Otherwise, it lasts until you dismiss it as a free action or until the end of the encounter.

The maximum number of minions you can have through this power is equal to 1 + one-half of your Charisma modifier. If you would summon a minion that would put you past the maximum number of minions, you must first dismiss one of your minions before resolving the summoned minion.
Special: You can use this power only once per round.
Undead Minion
Summoned Creature
Medium shadow humanoid (undead)
HP 1
Healing Surges none
Immune damage from miss effects, disease, poison Resist your level necrotic Vulnerable 5 radiant
Defenses your defenses, not including any temporary bonuses or penalties
Speed 3 + your Dexterity modifier
Opportunity Action • At-Will
Trigger: An enemy adjacent to the minion moves without shifting.
Attack: Melee 1 (one creature): your level + 7 vs. AC
Hit: Charisma modifier necrotic damage.
Move Action • At-Will
Effect: The undead minion may teleport a number of squares equal to your Constitution modifier to a square adjacent to a creature.
Free Action • At-Will (1/round)
Effect: The undead minion either crawls, runs, stands up, shifts, or walks.

Revitalizing Transfer
Necromancer Feature
Encounter (Special) • Healing, Minion, Shadow
Minor Action
Close burst 10 minion
Target: You or one ally in burst
Effect: The minion in the origin square of this power is destroyed, and the target can spend a healing surge and gains an additional 2d6 temporary hit points.
Level 6: additional 3d6 temporary hit points.
Level 11: additional 5d6 temporary hit points.
Level 16: additional 6d6 temporary hit points.
Level 21: additional 8d6 temporary hit points.
Level 26: additional 9d6 temporary hit points.
Special: You can use this power twice per encounter. At 16th level, you can use this power three times per encounter.

Level 1 At-Will Spells
Bolt of Fatigue
Necromancer Attack 1
At-Will • Implement, Necrotic, Shadow
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier necrotic damage, and the target is slowed.
Level 21: 2d10 + Charisma modifier necrotic damage, and the target is immobilized.

Chilling Presence
Necromancer Attack 1
At-Will • Cold, Implement, Shadow
Standard Action
Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1d4 + Charisma modifier cold damage, and one ally in the power’s area can mark each adjacent enemy until the end of your next turn.
Level 21: 2d4 + Charisma modifier cold damage.

Cleansing Acid
Necromancer Attack 1
At-Will • Acid, Arcane, Implement
Standard Action
Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Reflex
Hit: 1d4 + Charisma modifier acid damage, and one ally in the blast can make a saving throw.
Level 21: 2d4 + Charisma modifier acid damage, and one or two allies in the blast can make a saving throw.

Frightening Umbrae
Necromancer Attack 1
At-Will • Fear, Implement, Necrotic, Shadow
Standard Action
Close burst 2 (special)
Target: One or two enemies in burst (Each enemy in burst at 21st level)
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier necrotic damage, and you pull the target 1 square.
Special: You can command one of your summoned creatures to make this attack instead of making it yourself.

Leeching Strike
Necromancer Attack 1
At-Will • Implement, Necrotic, Shadow
Standard Action
Melee 1 or Ranged 5
Target: One creature (One or two creatures at 21st level)
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier necrotic damage. If the target is in melee range, you gain temporary hitpoints equal to your Dexterity modifier + one-half your level. Otherwise, one ally adjacent to the target can make a saving throw.
Special: You can command one of your summoned creatures to make this attack instead of making it yourself.

Poisonous Cloud
Necromancer Attack 1
At-Will • Arcane, Implement, Poison
Standard Action
Close burst 1 (special)
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1d4 + Charisma modifier poison damage, and one ally in the burst can make a saving throw.
Level 21: 2d4 + Charisma modifier poison damage.
Special: You can command one of your summoned creatures to make this attack instead of making it yourself.

Pushing Shadows
Necromancer Attack 1
At-Will • Implement, Necrotic, Shadow
Standard Action
Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier necrotic damage, and you push the target 1 square.
Level 21: 2d6 + Charisma modifier necrotic damage.
Effect: One ally in the burst may stand up as a free action.

Shielding Penumbrae
Necromancer Attack 1
At-Will • Cold, Implement, Shadow
Standard Action
Close blast 3 (special)
Target: Each enemy in blast
Attack: Charisma vs. Fortitude
Hit: 1d4 + Charisma modifier cold damage, and one ally in the blast gains temporary hitpoints equal to your Dexterity + Charisma modifiers.
Level 21: 2d4 + Charisma modifier cold damage, and one ally in the blast gains temporary hitpoints equal to 4 + your Dexterity + Charisma modifiers.
Special: You can command one of your summoned creatures to make this attack instead of making it yourself.

Level 1 Encounter Spells
Acid Spray
Necromancer Attack 1
Encounter • Acid, Arcane, Implement, Minion
Standard Action
Close blast 3 minion
Effect: Each ally within the blast may shift 1 square.
Target: Each creature in blast
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier acid damage.
Explosive rites: One ally in or adjacent to the blast gets a power bonus to his or her next damage roll equal to your Dexterity modifier.

Crippling Ray
Necromancer Attack 1
Encounter • Arcane, Implement, Necrotic, Shadow
Standard Action
Close burst 5
Target: One creature in burst
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier necrotic damage, and the target takes a –2 penalty to its saving throws until the end of your next turn.

Deafen
Necromancer Attack 1
Encounter • Implement, Necrotic, Shadow
Standard Action
Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 2d4 + Charisma modifier necrotic damage, and the target is deafened until the end of your next turn.
Shielding rites: One ally in the burst can shift half his or her speed and make a Stealth check to become hidden.

Pestilent Bolt
Necromancer Attack 1
Encounter • Arcane, Implement, Necrotic, Poison
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier necrotic damage, and the target can’t regain hitpoints (save ends).
Infectious rites: One ally adjacent to the target can spend a healing surge.

Siphon Resolve
Necromancer Attack 1
Encounter • Implement, Necrotic, Shadow
Standard Action
Area burst 1 within 5 squares
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier necrotic damage, and the target takes a –1 penalty to his or her Will defense until the end of your next turn.
Explosive rites: One ally in the burst can spend a healing surge.

Shepherd Undead
Necromancer Attack 1
Encounter • Charm, Implement, Minion, Psychic, Shadow
Standard Action
Close burst 2 minion
Target: Each undead creature in the burst
Attack: Charisma vs. Will
Hit: 2d4 + Charisma modifier psychic damage.
Effect: The target is dominated until the end of your next turn.

Spectral Assailant
Necromancer Attack 1
Encounter • Illusion, Implement, Necrotic, Shadow
Standard Action
Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: 2d6 + Charisma modifier necrotic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.

The Cold Shoulder
Necromancer Attack 1
Encounter • Cold, Implement, Minion, Shadow
Standard Action
Close burst 3 minion
Target: One ore two enemies in burst
Attack: Charisma vs. Will
Hit: 2d4 + Charisma modifier cold damage, and you pull the target 2 squares.
Reanimating rites: One ally within five squares of you can spend a healing surge.

Level 1 Daily Spells
Circle of Enfeeblement
Necromancer Attack 1
Daily • Arcane, Implement, Necrotic, Shadow
Standard Action
Area burst 1 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier necrotic damage.
Effect: The target takes a –2 penalty to all defenses until the end of the encounter.

Coordinated Explosion
Necromancer Attack 1
Daily • Acid, Implement, Minion, Shadow, Thunder
Standard Action
Close burst 1 minion
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 2d4 + Dexterity + Charisma modifier acid and thunder damage, and the target is blinded and deafened until the end of your next turn.
Miss: Half damage, and the target is deafened until the end of your next turn.
Effect: You may choose to repeat this attack for any of your minions, up to a maximum of all of your minions. A creature can be hit by this power only once. Reduce all minions used with this power to 0 hitpoints.

Corrosive Necrosis
Necromancer Attack 1
Daily • Acid, Implement, Necrotic, Shadow
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier acid and necrotic damage.
Miss: Half damage.
Effect: Until the end of the encounter, when an ally hits the target with an attack, the ally deals an additional 2 acid and necrotic damage to the target.

Debilitating Disease
Necromancer Attack 1
Daily • Arcane, Disease, Implement, Necrotic, Shadow
Standard Action
Close blast 3 (special)
Target: Each enemy in blast
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier necrotic damage, and an ongoing 5 necrotic damage (save ends).
Miss: Half damage, no ongoing damage.
Effect: The target cannot regain hitpoints (save ends).
Special: You can command one of your summoned creatures to make this attack instead of making it yourself.

Fatiguing Zone
Necromancer Attack 1
Daily • Arcane, Cold, Implement, Shadow, Zone
Standard Action
Close blast 5
Target: Each enemy in blast
Attack: Charisma vs. Will
Hit: 2d4 + Charisma modifier cold damage, and the target is slowed until the end of your next turn.
Miss: Half damage.
Effect: The power’s area creates a zone that lasts until the end of your next turn. Each enemy in the zone grants combat advantage to you and your allies, and enemies cannot benefit from combat advantage while in the zone.
Sustain Minor: The zone persists.

Lesser Geas
Necromancer Attack 1
Daily • Implement, Necrotic, Shadow
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d10 + Charisma modifier necrotic damage, and the target is dominated until the end of your next turn.
Aftereffect: The target is dominated (save ends).
Miss: Half damage, and the target is dominated until the end of your next turn.

Summon Shadow Guardian
Necromancer Attack 1
Daily • Arcane, Implement, Shadow, Summoning
Standard Action
Close burst 5
Effect: You summon a shadow guardian in an unoccupied square adjacent to an ally in the burst. The shadow guardian is an ally to you and your allies.

The shadow guardian lacks actions of its own. Instead, you spend actions to command it mentally, choosing either from the actions in its description. You need line of effect to the guardian to command it. When you command the guardian, the two of you share knowledge but not senses.

The guardian lasts until it is destroyed by dropping to 0 or fewer hitpoints, at which point you lose a healing surge. Otherwise, it lasts until you dismiss it as a free action or until the end of the encounter.
Shadow Guardian
Summoned Creature
Medium shadow humanoid (undead)
HP Your bloodied value
Healing Surges none, but you can expend a healing surge for the shadow guardian if an effect allows you to spend one
Immune disease, poison Resist 10 necrotic Vulnerable 5 radiant
Defenses your defenses, not including any temporary bonuses or penalties
Speed 3 + your Charisma modifier
Standard Action • At-Will
Attack: Melee 1 (One creature): your level + 7 vs. Fortitude
Hit: 1d8 + Constitution modifier necrotic damage, and the shadow guardian marks the target until the end of your next turn.
Opportunity Action • At-Will
Trigger: An enemy adjacent to the guardian moves without shifting, or a marked enemy adjacent to the guardian shifts or makes an attack that doesn’t include the shadow guardian as a target.
Attack: Melee 1 (one creature): your level + 8 vs. AC
Hit: 1d6 + Constitution modifier necrotic damage, and the target is immobilized.
Move Action • At-Will
Effect: The shadow guardian teleports 3 squares to a square adjacent to a creature.
Free Action • At-Will (1/round)
Effect: The shadow guardian turns invisible until it attacks or until the end of your next turn.

What do you guys think? Do the mechanics work? Does the description fit? What might this class work well with? Where does it fail?

Please, tell me what you think below.

vasharanpaladin
2013-02-06, 03:06 PM
Necromancer as LEADER?

...

I approve. :smallbiggrin:

WyvernLord
2013-02-06, 11:03 PM
This is exactly what I want in a necromancer class.
I'll look over the mechanics later. I'll try to get some play testing done. :smallcool:
Can't wait for more.

Gizladlo
2013-02-07, 01:38 AM
Necromancer as LEADER?

...

I approve. :smallbiggrin:

Thanks so much! You've been there for all of my homebrews thus far. :D


This is exactly what I want in a necromancer class.
I'll look over the mechanics later. I'll try to get some play testing done. :smallcool:
Can't wait for more.

This makes me very happy! I have yet to do any playtesting myself, so I will wait anxiously for your findings.

Also, as an aside, I had some feats made, but they're not ready yet, so I might add or post them later.

Gizladlo
2013-02-19, 03:14 AM
Hi guys! I'm adding this Daily Level 1 Spell to the list:

Debilitating Disease
Necromancer Attack 1
Daily • Arcane, Disease, Implement, Necrotic, Shadow
Standard Action
Close blast 3 (special)
Target: Each enemy in blast
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier necrotic damage, and an ongoing 5 necrotic damage (save ends).
Miss: Half damage, no ongoing damage.
Effect: The target cannot regain hitpoints (save ends).
Special: You can command one of your summoned creatures to make this attack instead of making it yourself.