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THE DREAD NECROMANCER

her family, friends, and neighbors cut down, or


PLAYTEST: DREAD A practitioner of vile and forbidden arts, the dread
perhaps forced to hide in a pile of corpses in order
necromancer roots about in graveyards, searching to escape the soldiers who razed her village. Other
NECROMACER out moldering components for her obscene spells.
She calls upon restless, tormented spirits of the
dread necromancers experience some
supernatural connection to a long-dead civilization
dead, seeking their arcane secrets. She might be a or a single notable figure of the ancient past. She
"In my pale, fevered skin, you see a man who belongs
consummate villain, or perhaps a tortured hero might have been haunted since childhood by
to Death. In your healthy flesh, I see the same.”
whose obsession with death leads her along
strange dreams in which she muttered phrases in
CLASS TRAITS questionable moral paths. You hold the power of
death in the palm of your hand (quite literally, some forgotten language, waking with the
Role: Controller. You exert control through dark
albeit on a small scale at the Start of your career). compulsion to investigate dusty ruins in search of
magical effects that cover large areas or summon
undead creatures—sometimes hindering foes, This destiny naturally makes you superior to lesser arcane lore.
sometimes consuming them with necrotic damage. mortals who are doomed to molder in their crypts
Depending on your choice of class features and or shuffle about mindlessly as your animated
powers, you may lean toward the leader as a minions.
secondary role. You favor somber clothing, cultivate a pale and
Power Source: Shadow. You channel necrotic and gaunt appearance, and speak in soft, low, sinister
shadow energy to summon and control the dead. To tones. You might harbor some vague notions about
you, necromancy is an art form, a powerful method by using your dark powers for the good of the world,
which you seek to control the world around you living but your most important motivation is your own
or not.
power. What forgotten secrets might you unearth
Key Abilities: Charisma, Intelligence, Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail on this journey? What clues might you uncover to
Weapon Proficiencies: Simple melee, simple ranged the location of ancient crypts and artifacts? What
Implements: staffs, wands, scythes* elements of this tomb design might you
Bonus to Defense: +1 Fortitude, +1Will incorporate into your own eventual lair? Altruism
Hit Points at 1st Level: 12 + Constitution score rarely motivates you to undertake an adventure,
Hit Points per Level Gained: 5 but other motives might easily disguise themselves
Healing Surges per Day: 7 + Constitution modifier
as concern for others. Dread necromancers often
Trained Skills: Religion. From the class skills list below,
choose three more trained skills at 1st level. have some tragic experience in their early lives that
Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), marks the beginning of their fascination with
Dungeoneering (Wis), Heal (wis), History (Int), Insight death, undeath, and the power of necromancy. She
(Wis), Nature (Int), Religion (Int) might have been the sole survivor of a terrible
Build Options: Dread Lord, Entropic Reaper massacre, hiding somewhere while she watched
Class Features: Aura of Dread, Corrupting Essence,
Death Knell, and Ritual Casting.
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Class by ThePlanesWalker
THE DREAD NECROMANCER

enough. Intelligence drives your attack powers, so


Creating a Dread make it your highest ability score. Charisma aids Dread Necromancer
you in the damage dealt by your powers. Make
Necromancer Strength or wisdom your third best score. Putting a
Class Features
Dread necromancers have a range of powers, but good score in Constitution can help you stay alive
tend to specialize in one of two character builds: by increasing your hit points and healing surges, as
well as contributing to your Fortitude defense. You have the following class features.
Dread Lord or Entropic Reaper. Every necromancer
relies on Intelligence for attack powers, and Suggested Feat: - (Human feat:
secondarily on Charisma, strength, and Action Surge) Aura of Dread
constitution helps me stay longer in battles. Suggested Skills: Bluff, Diplomacy, Heal, Religion
Those who dare to get close to you will soon
Suggested At-Will Powers: Leech Life
realize it was a bad idea approaching a figure that
Suggested Encounter Power: Howling Skull
transmits so much loss and dread. Your enemies
Dread Lord Suggested Daily Power: Blinding Wraiths
will feel weakened by your mere presence.
The Dread Lord concentrates on the few melee
attack powers the dread necromancer has, and on
powers that enhance himself, his allies, and his Implements Corrupting Essence
undead minions. Also the Corrupting Essence class Dread necromancers make use of wands and staffs Those who delve into black magic have learned of
feature aids the Dread Lord in its roll. Make to help channel and direct their necromantic exceedingly evil powers that take an appalling toll
Strength your primary score. Make charisma your powers. Without an implement, a dread on the caster in exchange for their powerful but
secondary score and assign intelligence as your foul effects. These vile applications of magic are
necromancer can still use his or her powers. A
tertiary score. Make sure to concentrate on powers known as corrupting essence. Your corrupting
that work with melee attacks, since these play to necromancer wielding a magic staff or wand can essence can be applied to any attack power of a
your key ability scores. add its enhancement bonus to the attack rolls and willing attacking ally.
Suggested Feat: Weapon Focus (Human feat: the damage rolls of necromancer powers, as well
Action Surge) as necromancer paragon path powers, that have
Suggested Skills: Bluff, Diplomacy, Heal, Religion the implement keyword. A Scythe, a basic melee
Death Knell
Suggested At-Will Powers: Withering Strike Whenever a creature within 2 squares is reduced
weapon, can also be used as an implement for
Suggested Encounter Power: Necromantic Thirst to 0 or fewer hit points, you gain temporary hit
necromancer powers, as well as necromancer
Suggested Daily Power: Summon Zombie points equal to your charisma modifier. This effect
paragon path powers. It adds its enhancement
bonus to attack rolls and damage rolls. When used increases to 5 + charisma modifier temporary hit
Entropic Reaper in this manner. You do not gain your weapon points at level 11 and 10 + charisma modifier
Your favorite powers restrict your enemies in temporary hit points at level 21.
proficiency bonus to the attack roll when using a
various ways— overwhelming them with undead,
trapping them in a cloud of noxious vapor, or scythe as an implement. These weapons are highly
encasing them between walls of zombies or sought after by dread necromancers.
skeletons waiting for any of them to get close

Class by ThePlanesWalker
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THE DREAD NECROMANCER

Ritual Casting Class Features Level 1 At-Will Invocations


You gain the Ritual Caster feat (page 200) as a
bonus feat, allowing you to use magical rituals (see
Each dread necromancer has theaura of dread Poisonous Burst Necromancer Attack 1
power and the corrupting essence power. Ghostly figures engulfed in a purple fog cover your
Chapter 10). You possess a ritual book, and it target as they seep into his body a dangerous poison.
contains two rituals you have mastered: the Gentle At-Will ✦Shadow, Implement, Poison
Aura of Dread Necromancer Class Feature
Repose ritual and one other 1st-level ritual of your Standard Action Area burst 1 within 10 squares
Your visage strikes fear into the hearts of your
choice. Target: Each creature in burst
opponents, causing them to attack clumsily and without
Attack: Charisma vs. Reflex
conviction.
Hit: Charisma modifier poison damage, and the target
Dread Necromancer
Encounter ✦ Shadow, Fear, Implement
takes ongoing 2 poison damage (save ends).
Standard Action Close burst 3
Level 11: 1d6 + Charisma modifier poison damage, and
Target: Each enemy in burst
powers
the target takes ongoing 3 poison damage (save ends).
Attack: Charisma vs. Will
Level 21: 2d6 + Charisma modifier poison damage, and
Effect: The target receives a penalty to attack rolls equal
the target takes ongoing 4 poison damage (save ends).
to your charisma modifier until the end of your next
Your shadow powers are called Invocations, and in turn.
the minds of most people in the world, they define Scythe of Dread Necromancer Attack 1
what black magic is. A dark ray in the form of a scythe cuts through your
Corrupting Essence Necromancer Class Feature
opponent, its dark essence weakens your target.
You infuse the attacks of your allies with necrotic and
At-Will ✦Shadow, Implement, Necrotic
New Keywords shadow energy, making their attacks more powerful but
at the cost of your health.
Standard Action Ranged 20
Some of the powers in this chapter use a new Target: One creature
Encounter ✦ Shadow, Necrotic
keyword. Attack: Charisma vs. Reflex
Immediate Interrupt Close burst 10
Hit: 1d8 + Charisma modifier necrotic damage, and the
Special: You can use this power twice per encounter,
target takes a -1 penalty to attack rolls until the end of
Corrupt: You can regain usage of a power with the but only once per round. At 16th level, you can use this
your next turn.
corrupt keyword if you lose healing surges equal to power three times per encounter.
Level 21: 2d8 + Charisma modifier necrotic damage, and
its power level. You cannot regain more than two Trigger: An ally in range is attacking.
the target takes a -2 penalty to attack rolls until the end
powers per day in this way and you cannot regain Target: Triggering Ally
of your next turn.
the same power twice. You can regain one power Effect: You spend a healing surge without gaining its
Special: You can use this power as a ranged basic attack.
benefits; the target deals an additional 1d6 + charisma
per round. Regaining a power is a standard action.
modifier necrotic damage on his damage roll on his
attack if successful. You can’t use this power if you don’t
have healing surges left. You still spend a usage of your
corrupting essence even if your ally misses its attack.
Level 11: 2d6 + charisma modifier necrotic damage
Level 21: 3d6 + charisma modifier necrotic damage

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Class by ThePlanesWalker
THE DREAD NECROMANCER

Skeleton Minion Necromancer Attack 1 Necromantic Thirst Necromancer Attack 1


You conjure forth a Skeleton Minion that serves you to Level 1 Encounter Invocations You thirst for blood fuels you or your allies.
distract and harm your foes. Encounter ✦ Shadow, Necrotic, Weapon
At-Will ✦Shadow, Implement, Conjuration Clutching Corpses Necromancer Attack 1 Standard Action Melee weapon
Standard Action Ranged 5 Rotting arms burst from the ground, grasping for Primary Target: One creature or object.
Conjuration: The skeleton minion occupies a single victims. Attack: Charisma vs. AC
square within range. Encounter ✦ Shadow, Conjuration, Implement, Necrotic Hit: 1[W] + charisma modifier damage necrotic damage,
Target: One creature adjacent to the skeleton Standard Action Ranged 10 and either you or one ally within 5 squares of you gains
Attack: Charisma vs. AC Conjuration: You conjure several pairs of undead limbs temporary hit points equal to 3 + your charisma
Hit: 1d6 + charisma modifier damage. in an unoccupied square within range, and the arms modifier.
Level 21: 2d6 + Charisma modifier damage attack an adjacent creature. Creatures can move
Sustain Minor: Repeat the attack when you sustain the through the conjuration but that square counts as
power. You can move the Skeleton up to 5 squares as a difficult terrain. It cannot be attacked or damaged.
move action. The Skeleton moves as a physical creature; Target: One creature.
it must go around obstacles and foes (though it may Attack: Charisma vs. Reflex
move through your allies’ squares), it is slowed by Hit: 1d6 + Charisma modifier necrotic damage, and the
difficult terrain, and it must end its move in an target is immobilized until the end of your next turn.
unoccupied square. The skeleton uses your own AC, Sustain Minor: The grasping corpse persists until the
initiative, senses and defenses. It otherwise follows all end of your next turn. As a standard action, you can
the rules for Minions. It persists until the end of your repeat the attack. If you miss the target is no longer
next turn. immobilized.

Withering Strike Necromancer Attack 1 Howling Skull Necromancer Attack 1


You infuse your weapon with necrotic energy to zap the You create a skull of frigid purple energy around your
life-force of your enemy. hand and hurl it at the enemy. It bursts against the
At-Will ✦Shadow, Necrotic, Weapon target and throws off howling spirits that daze nearby
Standard Action Melee weapon enemies.
Target: One creature Encounter ✦ Shadow, Implement, Necrotic
Attack: Charisma vs. AC Standard Action Ranged 10
Hit: 1[W] + charisma modifier damage and you gain Primary Target: One creature or object.
temporary hit points equal to your charisma modifier. Attack: Charisma vs. Reflex
Level 21: 2[W] + charisma modifier damage, and you Hit: 2d6 + Charisma modifier necrotic damage. Make a
gain temporary hit points equal to 5 + your charisma secondary attack.
modifier. Secondary Target: Each enemy adjacent to the primary
Special: You can use this power as a melee basic attack. target
Secondary attack: Charisma vs. Will.
Effect: The target is dazed until the end of your next
turn.

Class by ThePlanesWalker
4
THE DREAD NECROMANCER

Sickening Tongue Necromancer Attack 1 Mourning Fog Necromancer Attack 1


You create a skull of frigid purple energy around your What appears to be a normal mist are condensed spirits Level 2 Utility Invocations
hand and hurl it at the enemy. It bursts against the that cling tightly to all who pass through it, weighing
target and throws off howling spirits that daze nearby them down. Pillar of Bones Necromancer Utility 2
enemies. Daily ✦ Shadow, Implement, Necrotic, Zone The Bones of various creatures spring forth from the
Encounter ✦ Shadow, Corrupt, Implement, Necrotic Standard Action Area burst 3 within 10 squares ground as the bones twist carefully for you to climb.
Standard Action Ranged 10 Target: Each creature in burst Daily ✦ Shadow, Corrupt, Conjuration
Target: One creature Attack: Charisma vs. Fortitude Standard Action Ranged 10
Attack: Charisma vs. Will Hit: Charisma modifier necrotic damage. The target Effect: A small pillar of bones occupies 1 square, and
Requirement: Target must be able to hear you slowed (save ends). Flying creatures descend to earth, provides cover. The pillar requires only a DC 5 Athletics
Hit: 1d10 + Charisma modifier + Intelligence modifier and cannot take off (save ends). This is a separate save check to climb, providing an easy means of traversing
necrotic damage and the target is weakened (save from the slow effect. obstacles. The pillar’s maximum height is a total number
ends). Miss: Half damage. of squares equal to your charisma modifier +2.
Effect: The burst creates a zone of condensed spirits Sustain Minor: the pillar persists. If the invocation ends,
that lasts until the end of your next turn. Enemies treat the pillar crumbles down to nothing, carrying anyone
Level 1 Daily Invocations the squares occupied by the zone as difficult terrain, climbing it swiftly but safely to the ground.
even for flying creatures.
Blinding Wraiths Necromancer Attack 1 Sustain Minor: The Zone persists.
Share Pain Necromancer Utility 2
Swarms of mourning spirits batter your opponents about You release spirits that spread your pain to willing allies.
the head. Summon Zombie Necromancer Attack 1 Daily ✦ Shadow, Corrupt, Conjuration
Daily ✦ Shadow, Implement, Necrotic You conjure forth a strong undead creature ready to Immediate Interrupt Close burst 5
Standard Action Area burst 1 within 10 squares attack your enemies. Trigger: You are hit by an attack.
Target: Each creature in burst Daily ✦ Shadow, Conjuration, Implement, Necrotic Effect: You may distribute among willing allies within
Attack: Charisma vs. Reflex Standard Action Ranged 10 range the damage of that attack equally. You take
Hit: 1d10 + charisma modifier + intelligence modifier Conjuration: The zombie occupies a single square within minimum 1 point of damage. Ongoing damage cannot
necrotic damage and the target is blinded until the end range. be transferred to allies.
of your next turn. Target: One creature adjacent to the zombie.
Miss: Half damage and the target is dazed Attack: Charisma vs. AC
Unholy Aura Necromancer Utility 2
Hit: 2d6 + charisma modifier necrotic damage and the
You release spirits that spread your pain to willing allies.
Dreadful Mark Necromancer Attack 1 target is weakened until the end of your next turn.
Daily ✦ Shadow, Zone
A cryptic mark appears on the skin of your target as it Sustain Minor: Repeat the attack when you sustain the
Standard Action Close burst 5
harms and curses nearby enemies. power. You can move the Zombie up to 5 squares as a
Effect: The burst creates a zone that moves with you
Daily ✦ Shadow, Implement, Necrotic move action. The Zombie moves as a physical creature;
that, until the end of the encounter, gives your undead
Standard Action Ranged 10 it must go around obstacles and foes (though it may
minions within it a +1 power bonus to AC and Attack
Target: One creature move through your allies’ squares), it is slowed by
Rolls.
Attack: Charisma vs. Fortitude difficult terrain, and it must end its move in an
Hit: 1d6 + charisma modifier necrotic damage. Until the unoccupied square. The Zombie uses your own AC +2,
end of the encounter, any enemy that starts or ends its initiative, senses and defenses. The zombie has hit
turn adjacent to the target it takes necrotic damage points equal to your bloodied value.
equal to your charisma modifier.

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Class by ThePlanesWalker
THE DREAD NECROMANCER

Vampiric Blessing Necromancer Utility 2 Poisonous Skeleton Necromancer Attack 3


You Transfer some of your unholy essence to allies. A Skeleton rises from the earth at your command, Level 5 Daily Invocations
Daily ✦ Shadow striking viciously at adjacent foes with a poisonous
Standard Action Ranged 10 weapon. Grasping Corpse Necromancer Attack 5
Target: You or an ally within range Encounter ✦ Shadow, Conjuration, Corrupt, You conjure forth an undead creature that serves you
Effect: You spend a healing surge without gaining its Implement, Poison without fear as it clings to your opponents.
benefits; the target gains 20 temporary hit points. As a Standard Action Ranged 5 Daily ✦ Shadow, Conjuration, Implement, Necrotic
minor action, the target can transfer any number of Conjuration: The poisonous skeleton occupies a single Standard Action Ranged 5
temporary hit points to an ally within 5 squares. square within range. Conjuration: The zombie occupies a single square within
Target: One creature adjacent to the skeleton range.
Attack: Charisma vs. AC Target: One creature adjacent to the zombie.
Level 3 Encounter Invocations Hit: 1d10 + charisma modifier poison damage and
ongoing 5 poison damage (save ends).
Attack: Charisma vs. AC
Hit: 2d6 + charisma modifier damage, and the zombie
Sustain Minor: Repeat the attack when you sustain the grabs the target. If the target attempts to escape, the
Darkfire Strike Necromancer Attack 3 power. You can move the Skeleton up to 5 squares as a zombie uses your charisma rather than strength to
Your weapon glows with a purple luminescence. Enemies move action. The skeleton uses your own AC, initiative, oppose checks.
shrink from its dark light. This generates a blazing matrix senses and defenses. It otherwise follows all the rules Sustain Minor: A target grabbed by the zombie takes
on impact, roasting your foes and igniting your allies’ for Minions. It persists until the end of your next turn. 1d6 + charisma modifier damage when you sustain this
weapons with necrotic energy. power. As a standard action, you can attack another
Encounter ✦ Shadow, Fire, Necrotic, Weapon Weakening Agony Necromancer Attack 3 target with the zombie, but it releases the target it has
Standard Action Close burst 1 You send waves of painful necrotic energy towards your grabbed. You can move the Zombie up to 5 squares as a
Target: Each enemy in burst you can see. foes weakening their bodies. move action. The Zombie uses your own AC +2,
Attack: Charisma vs. AC initiative, senses and defenses. The zombie has hit
Encounter ✦ Shadow, Implement, Necrotic
Hit: 1[W] + charisma modifier fire damage + intelligence points equal to your bloodied value.
Standard Action Ranged 10
modifier necrotic damage.
Target: Up to three creatures
Effect: Each ally in the burst deals extra fire damage
equal to your charisma modifier whenever he or she hits
Attack: Charisma vs. Will Predatory Wraiths Necromancer Attack 5
Hit: Charisma modifier necrotic damage and the target You summon harmful spirits in a designated area to
with a melee attack until the end of your next turn.
takes a -2 penalty to attack rolls until the end of your attack anyone who dares to cross it.
next turn. Daily ✦ Shadow, Implement, Necrotic, Zone
Dreadful Shock Necromancer Attack 3 Standard Action Area burst 1 within 10 squares
You hurl bolts of lightning infused with necrotic energy. Target: Each creature in burst
Encounter ✦ Shadow, Implement, Lightning, Necrotic Attack: Charisma vs. Fortitude
Standard Action Area burst 2 within 10 squares Hit: 2d6 + charisma modifier + Intelligence modifier
Target: Each enemy in burst you can see. necrotic damage.
Attack: Charisma vs. Reflex Miss: Half damage.
Hit: 1d6 + Charisma modifier lightning damage, and Effect: The burst creates a zone filled with spirits that
ongoing 5 necrotic damage (save ends). lasts until the end of the encounter. An enemy that
starts its turn in the zone takes 5 necrotic damage.

Class by ThePlanesWalker
6
THE DREAD NECROMANCER

Vampiric Regeneration Necromancer Utility 6


Level 6 Utility Invocations You invoke your vampiric essence, which restores your
Siphon Life Necromancer Attack 5
friend’s vigor.
You draw from the life force of your enemies to fuel your
Bone Structure Necromancer Utility 6 Daily ✦ Shadow
own.
You create a structure made of bones that you arrange Standard Action Ranged 10
Daily ✦ Shadow, Implement, Necrotic Target: You or a bloodied ally
at will.
Standard Action Close burst 5 Effect: You spend a healing surge without gaining its
Daily ✦ Shadow, Corrupt, Conjuration
Target: Each enemy in burst
Standard Action Ranged 10 benefits; the target gains regeneration 3 until the end of
Attack: Charisma vs. Fortitude
Effect: You conjure a bridge, a staircase, or a ladder (see your next turn. If the target moves out of range this
Hit: 1d6 + charisma modifier necrotic damage. And you effect ends.
below) that appears in a space within range on the
gain a healing surge. You can’t exceed your maximum Sustain Move: You can sustain this power until the end
ground. The effect lasts until the end of your next turn.
healing surges this way. of the encounter or for 5 minutes.
Bridge: The bridge is 2 squares wide and a number of
squares long equal to twice your Intelligence modifier.
Weakening Necrosis Necromancer Attack 5 Spiral Staircase: The staircase occupies a space of 2 Ward of Bones Necromancer Utility 6
You cause a nearby foe to convulse with pain and render squares on a side and is a number of squares tall equal You create a structure made of bones that you arrange
it more susceptible to necrotic energy. to twice your Intelligence modifier. The stairs are 1 at will.
Daily ✦ Shadow, Implement, Necrotic square wide. Daily ✦ Shadow, Corrupt, Zone
Standard Action Ranged 5 Straight Staircase: The staircase’s base occupies 1 Standard Action Area burst 1 within 10 squares
Target: One creature square, and the staircase raises 1 square vertically for Target: Each ally in burst
Attack: Charisma vs. Fortitude each square it has in length. It is a number of squares Effect: The target gains resistance to all damage equal
Hit: 3d8 + Charisma modifier necrotic damage, and the long equal to twice your Intelligence modifier. to your charisma modifier as long as they remain inside
target gains vulnerability 5 to necrotic damage (save Ladder: The ladder occupies 1 square and is a number of the zone. Undead creatures you control gain instead
ends). squares tall equal to twice your Intelligence modifier. resistance to all damage equal to 5 + your charisma
Miss: Half damage. Sustain Minor: The structure or object persists. modifier. The zone lasts until the end of the encounter.

Mist Form Necromancer Utility 6


You become mist as you heal yourself, escaping harm. Level 7 Encounter Invocations
Encounter ✦ Shadow, Polymorph
Standard Action Personal Ghoul Curse Necromancer Attack 7
Effect: You become insubstantial until the end of your The shimmer of dark, rotten energy envelops your foe
next turn and can shift a number of squares equal to immobilizing him. Its sinister radiance seeps into his
your charisma modifier. You gain temporary hit points body, a strange and deadly poison.
equal to your charisma modifier. Encounter ✦ Shadow, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier necrotic damage, and the
target is immobilized (save ends).

7
Class by ThePlanesWalker
THE DREAD NECROMANCER

Necrotic Bolt Necromancer Attack 7 Vampiric Power Necromancer Attack 9


From your outstretched hand erupts dark strokes of Level 9 Daily Invocations You swing your weapon in a wide arc around you,
purple-white energy arching and zapping your foes. creating a halo of necrotic energy that drives foes back
Encounter ✦ Shadow, Implement, Lightning, Necrotic Bonegrip Necromancer Attack 9 while fortifying yorself.
Standard Action Ranged 10 You conjure hands made of bones filled with thick Encounter ✦ Shadow, Necrotic, Weapon
Primary Target: One creature or object. necrotic energy that burst from the ground, trapping Standard Action Melee Weapon
Attack: Charisma vs. Reflex those within it. Target: Up to three adjacent enemies
Hit: 1d8 + charisma modifier + intelligence modifier Daily ✦ Shadow, Corrupt, Necrotic, Zone Attack: Charisma vs. Reflex
lightning and necrotic damage. Make a secondary Standard Action Area burst 2 within 10 squares Hit: 2[W] + charisma modifier damage necrotic damage
attack. Effect: The burst creates a bone-filled zone that lasts and you push the target 1 square. You gain temporary
Secondary Target: two creatures within 5 squares of the until the end of your next turn. The zone is difficult hit points equal to 10 + charisma modifier.
primary target terrain. Any creature that ends its move in the zone is
Secondary attack: Charisma vs. Will. immobilized (save ends). Any creature in the zone at the
Hit: 1d8 + charisma modifier + intelligence modifier start of its turn takes 1d8 + charisma modifier necrotic Level 10 Utility Invocations
lightning and necrotic damage. damage.
Sustain Move: You can sustain this power until the end Cursing Spirit Necromancer Utility 10
of the encounter or for 5 minutes.
Necrotic Burst Necromancer Attack 7 A translucent outline spirit appears above the creature
A dark purple bead streaks from your finger to the spot you designate. The dark spirit gestures, revealing some
you indicate, where it bursts into a great ball of necrotic
Darkcinder Blast Necromancer Attack 9 of the creature’s suffering and enhancing it.
energy... You release a blast of fire and dark energy that sears the Daily ✦ Shadow
bodies of your unworthy foes. Standard Action Ranged 10
Encounter ✦ Shadow, Implement, Necrotic
Standard Action Area burst 2 within 10 squares Daily ✦ Shadow, Implement, Fire, Necrotic Target: One creature
Target: Each creature in burst. Standard Action Close burst 3 Effect: The target makes saving throws with a -2 penalty
Attack: Charisma vs. Reflex Target: Each enemy in burst (save ends).
Hit: 3d6 + Charisma modifier necrotic damage. Attack: Charisma vs. Reflex After effect: Target is dazed until the end of your next
Hit: You spend a healing surge without gaining its turn.
benefits; 4d6 + charisma modifier fire and necrotic
Necromantic Smite Necromancer Attack 7 damage.
Your weapon howls as it strikes, and moments later, a Miss: Half damage
Transfer Life Necromancer Utility 10
peal of necrotic energy slams into your foe. You take part of your life force and transfer it to a
Encounter ✦ Shadow, Necrotic, Weapon Spiked Bones Necromancer Attack 9 needed ally nearby.
Standard Action Melee weapon You cause the earth to erupt with jagged spikes of Daily ✦ Shadow
Target: One creature bones, confounding and wounding your foes. Minor Action Ranged 10
Attack: Charisma vs. AC Target: One ally
Daily ✦ Shadow, Corrupt, Zone
Hit: 2[W] + charisma modifier damage necrotic damage Effect: You spend a healing surge without gaining its
Standard Action Area burst 5 within 10 squares
and the target is knocked prone. benefits; the target gains temporary hit points equal to
Effect: The burst creates a bone-filled zone that lasts
your charisma modifier and gains one healing surge. The
until the end of your next turn. The zone is difficult
target cannot exceed their maximum number of healing
terrain. Any creature moving through the spikes takes
surges this way.
damage equal to your charisma modifier.
Sustain Minor: You can sustain this power until the end
of the encounter or for 5 minutes.

Class by ThePlanesWalker
8
THE DREAD NECROMANCER

Shade Form Necromancer Utility 10 Dark Frost Necromancer Attack 13


You become a dark spirit as your body heals itself. You lob a fist-sized orb of frost and dark energy some Level 15 Daily Invocations
Daily ✦ Shadow, Polymorph distance away, blasting creatures in the area with rays
Standard Action Personal of frost and necrotic energy. Aura of Blight Necromancer Attack 15
Effect: You assume a shadowy form until the end of the Encounter ✦ Shadow, Cold, Implement, Necrotic A menacing aura surrounds you harming those who dare
encounter or for 5 minutes. In this form you are Standard Action Area burst 2 within 10 squares to attack you.
insubstantial, gain regeneration 5, and you are dazed. Target: Each creature in burst. Daily ✦ Shadow, Zone
Attack: Charisma vs. Reflex Standard Action Close burst 1
Shroud of Spirits Necromancer Utility 10 Hit: 4d6 + charisma modifier cold and necrotic damage. Effect: You spend a healing surge without gaining its
Dark spirits appear around you. The dark spirits gesture Effect: Creatures in burst are slowed until the end of benefits; the burst creates a zone that moves with you
as they enhance your defenses. your next turn. that lasts until the end of the encounter. Any creature
Daily ✦ Shadow hitting you with an attack within the zone takes 3d6
Standard Action Personal Haunting Ghost Necromancer Attack 13 necrotic damage. When you are bloodied, creatures
Effect: Spirits surround you. You gain a +2 power bonus Foul spirits swirl around your foes, as they weaken and striking you with a melee attack take 4d6 necrotic
to AC and all defenses until the end of the encounter. sicken them with their menacing presence. damage instead. You can end this effect as a minor
You can end this effect as a minor action. Encounter ✦ Shadow, Implement, Psychic, Necrotic action.
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst. Frost Nova
Level 13 Encounter Invocations
Necromancer Attack 15
Attack: Charisma vs. Reflex You release a blast of fire and dark energy that sears the
Hit: 3d6 + charisma modifier + intelligence modifier bodies of your unworthy foes.
Blazing Skeleton Necromancer Attack 13 psychic and necrotic damage. Daily ✦ Shadow, Cold, Implement, Necrotic
A Skeleton rises from the earth engulfed in flames at Effect: Creatures in burst are weakened until the end of Standard Action Close burst 3
your command, striking viciously at adjacent foes. your next turn. Target: Each enemy in burst
Encounter ✦ Shadow, Conjuration, Corrupt, Fire, Attack: Charisma vs. Reflex
Implement Necromancer’s Mark Necromancer Attack 13 Hit: You spend a healing surge without gaining its
Standard Action Ranged 5 Your weapon howls as it strikes, and moments later, a benefits; 3d6 + charisma modifier cold and necrotic
Conjuration: The blazing skeleton occupies a single peal of necrotic energy slams into your foe. damage, and the target is immobilized (save ends).
square within range. Miss: Half damage and the target is slowed (save ends).
Encounter ✦ Shadow, Necrotic, Weapon
Target: One creature adjacent to the skeleton
Standard Action Melee weapon
Attack: Charisma vs. AC
Hit: 3d6 + charisma modifier fire damage and ongoing 5
Target: One creature Poisonous Scythe Necromancer Attack 15
Attack: Charisma vs. AC A dark green ray in the form of a scythe cuts through
fire (save ends).
Hit: 3[W] + Charisma modifier necrotic damage. Until your opponent, its dark essence poisoning him.
Sustain Minor: Repeat the attack when you sustain the
the end of your next turn, each successful attack against Daily ✦ Shadow, Implement, Poison
power. You can move the Skeleton up to 5 squares as a
the target by all of your allies deals an extra 5 necrotic Standard Action Ranged 10
move action. The skeleton uses your own AC, initiative,
damage to the target. Target: One creature
senses and defenses. It otherwise follows all the rules
for Minions. It persists until the end of your next turn. Attack: Charisma vs. Fortitude
Hit: The target takes 6d6 + charisma modifier poison
damage, and ongoing 5 poison damage (save ends).

9
Class by ThePlanesWalker
THE DREAD NECROMANCER

Wall of Bones Necromancer Attack 15 Unhallowed Ground Necromancer Utility 16 Vampire Blade Necromancer Attack 17
A wall composed of varied bones bursts from the You mutter cursing words, and the ground around you As you strike your foe your weapon leeches your enemy’s
ground. becomes unhallowed, cursing and blighting your foes. life force.
Daily ✦ Shadow, Conjuration Daily ✦ Shadow, Zone Encounter ✦ Shadow, Necrotic, Weapon
Standard Action Area wall 8 within 10 squares Standard Action Close burst 5 Standard Action Melee weapon
Effect: You conjure a wall that consists of contiguous Effect: The burst creates a zone of unhallowed ground. Target: One creature
squares filled with skeletons. This wall lasts until the end Enemies receive the following penalties while within the Attack: Charisma vs. AC
of your next turn. It can be up to 8 squares long and 5 zone: a -2 power penalty to saving throws, all defenses, Hit: 3[W] + Charisma modifier necrotic damage. You
squares high. Any creature that starts its turn next to and attack rolls. The zone remains unhallowed until the gain a healing surge or gain temporary hit points equal
the wall takes 2d6 + charisma modifier damage and is end of the encounter. to your charisma modifier. You cannot exceed the
grabbed. If the target attempts to escape, the wall uses number of maximum healing surges this way.
your charisma rather than strength to oppose checks
with a +2 power bonus. No creature can enter a square Level 17 Encounter Invocations
containing the wall. The wall blocks line of sight and
prevents movement. Encasing Spirit Necromancer Attack 17
Sustain Minor: The wall persists. A menacing spirit whips up around your foe, flaying his
skin and trapping him in place.
Level 16 Utility Invocations Encounter ✦ Shadow, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Shielding Skeleton Necromancer Utility 16 Attack: Charisma vs. Fortitude
You conjure a skeleton that gets in-between the attacks Hit: 3d10 + charisma modifier necrotic damage, and the
of your foes against you or your allies target is restrained and deafened until the start of your
Encounter ✦ Shadow, Conjuration, Corrupt next turn.
Immediate Interrupt Ranged 5
Trigger: you or an ally within range is hit by an attack
Effect: You summon a skeleton that interposes the Enervation Necromancer Attack 17
attacker, it prevents up to 20 + charisma modifier of A dark purple bead streaks from your finger to the spot
damage to the target, the rest is dealt to the target you indicate, where it bursts into a great ball of necrotic
normally. Ongoing damage cannot be prevented this energy.
way. The skeleton vanishes after the attack is made. Encounter ✦ Shadow, Implement, Necrotic
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst.
Swarm Form Necromancer Utility 16 Attack: Charisma vs. Reflex
You become a swarm of shadowy bat-like spirits Hit: 5d6 + Charisma modifier necrotic damage.
preventing your enemies harming you effectively.
Encounter ✦ Shadow, Polymorph
Standard Action Personal
Effect: You become insubstantial until the end of your
next turn. Until the end of the encounter you gain a +2
power bonus to saving throws and stealth checks.

Class by ThePlanesWalker
10
THE DREAD NECROMANCER

Level 19 Daily Invocations Hit: 4d6 + charisma modifier cold damage and the Level 22 Utility Invocations
target is immobilized until the end of your next turn and
takes ongoing 5 cold damage (save ends).
Sustain Minor: Repeat the attack when you sustain the Carnival of Souls Necromancer Utility 22
Horrid Wilting Necromancer Attack 19 power. You can move the Zombie up to 5 squares as a As each of your foes is slain, a spark of their spirit flies
You curse your target's body evaporating moisture from move action. The Zombie moves as a physical creature; around you, granting you and your minions unholy
it. it must go around obstacles and foes (though it may strength..
Daily ✦ Shadow, Implement, Necrotic move through your allies’ squares), it is slowed by Daily ✦ Shadow, Zone
Standard Action Ranged 5 difficult terrain, and it must end its move in an Standard Action Close burst 5
Target: One living creature unoccupied square. The Zombie uses your own AC, Effect: the burst creates a zone that moves with you
Attack: Charisma vs. Fortitude initiative, senses and defenses. The zombie has hit that lasts until the end of the encounter. while within
Hit: The target takes 5d8 + charisma modifier + points equal to your bloodied value. the zone you and your undead minions gain a
intelligence modifier necrotic damage. cumulative +1 bonus to attack and damage rolls for
Miss: Half damage every living creature within 5 squares from you that
drops to 0 hit points or fewer. These bonuses cannot
Necrotic Miasma Necromancer Attack 19 exceed your charisma modifier..
You curse your target's body evaporating moisture from
it. Dark Warding Necromancer Utility 22
Daily ✦ Shadow, Implement, Necrotic You engulf your undead minions in dark shadows
Standard Action Ranged 10 rendering them invulnerable to attacks.
Target: One or two creatures Daily ✦ Shadow, Corrupt, Necrotic
Attack: Charisma vs. Fortitude Standard Action Ranged 10
Hit: The target takes 4d6 + charisma modifier necrotic Target: One or two undead minions you control
damage. And the target is weakened (save ends) Effect: The target cannot be the target of melee attacks
Miss: Half damage and the target is dazed until the end until the end of your next turn.
of your next turn.
Grave Pact Necromancer Utility 22
Summon Necromancer Attack 19 You sacrifice one of your undead creatures to revitalize
Chilborn Zombie yourself
You conjure forth an undead creature of cold energy Encounter ✦ Shadow, Conjuration, Corrupt
which upon attacking freezes your enemies. Standard Action Personal
Requirement: You must have at least one unused power
Daily ✦ Shadow, cold, Conjuration, Implement
that conjures a non-minion undead creature. To use this
Standard Action Ranged 5
power you must expend an unused non-minion undead
Conjuration: The zombie occupies a single square within
Effect: You regain one healing surge and gain
range.
regeneration 10 for the duration of the encounter. You
Target: One creature adjacent to the zombie.
cannot exceed the number of maximum healing surges
Attack: Charisma vs. AC
this way.

11
Class by ThePlanesWalker
THE DREAD NECROMANCER

Infesting Tongue Necromancer Utility 22 Painful Command Necromancer Attack 23


Your words crush the will of your opponents to overcome You deliver a painful blow to your foe and command Level 25 Daily Invocations
certain ill effects. your undead minions to do the same.
Encounter ✦ Shadow, Charm, Corrupt Encounter ✦ Shadow, Necrotic, Weapon
Acidic Spirits Necromancer Attack 25
Immediate Interrupt Ranged 20 Standard Action Melee weapon You conjure a cloud of acid that slowly transforms into
Trigger: One creature succeeds on a save to end an effect Target: One creature spirits, harming those around them.
Effect: the effect remains until the end of the target’s Attack: Charisma vs. AC Daily ✦ Shadow, Implement, Poison, Zone
next turn instead. Hit: 4[W] + Charisma modifier necrotic damage. All Standard Action Area burst 5 within 10 squares
undead minions adjacent to the target can make an Hit: 3d6 + charisma modifier acid damage
attack (charisma vs. AC) that deals 1d6 + charisma Effect: The burst creates a zone of Acidic spirits that
Level 23 Encounter Invocations modifier necrotic damage as a free action. lasts until the end of your next turn. A creature that
enters the zone or starts its turn there takes 1d10 +
Intelligence modifier acid damage. As a move action,
Binding Agony Necromancer Attack 23 Summon Necromancer Attack 23 you can move the zone 3 squares.
You curse the flesh of your enemies, making them share
Spirit Devourer Sustain Minor: The zone persists.
their pain unwillingly.
You summon a large cadaverous creature that captures
Encounter ✦ Shadow, Implement, Necrotic
Standard Action Ranged 10
the spirit of living creatures. Necropotence Necromancer Attack 25
Encounter ✦ Shadow, Conjuration, Corrupt, You bring forth the might of necromancers, fueling your
Primary Target: One creature or object.
Implement, Necrotic body and enhancing the attack of allies.
Attack: Charisma vs. Fortitude
Standard Action Ranged 5 Daily ✦ Shadow, Implement, Necrotic
Hit: You spend a healing surge without gaining its
Conjuration: The large spirit devourer occupies a single Standard Action Ranged 10
benefits; 4d6 + charisma modifier necrotic damage.
square within range. Target: One or two creatures
Make a secondary attack.
Target: One creature adjacent to the skeleton Attack: Charisma vs. Fortitude
Secondary Target: one creature adjacent to the primary
Attack: Charisma vs. AC Hit: The target takes 3d10 + Charisma modifier necrotic
target.
Hit: 3d6 + charisma modifier necrotic damage and the damage. You gain temporary hit points equal to your
Secondary attack: Charisma vs. Will.
target is trapped (save ends). The trapped creature is charisma modifier + ½ your character level,
Effect: The target takes half damage for every attack
removed from play and can take no actions. If it Furthermore, allies adjacent to you deal 1d6 + charisma
you make against the primary target (save ends)..
succeeds on a saving throw, it escapes and appears in an modifier necrotic damage on their next successful attack
unoccupied space of its choice adjacent to the spirit during this encounter.
Clinging Darkness Necromancer Attack 23 devourer. A trapped creature escapes automatically
A swarm of dark spirits engulfs your foes, dealing when the spirit devourer is destroyed. Only one Dreadful Rage Necromancer Attack 25
damage to them as they obscure their vision. creature can be trapped at a time. The spirit devourer You release a blast of psychic and necrotic energy,
Encounter ✦ Shadow, Implement, Necrotic can only trap large or smaller creatures. harming every foe in your path.
Standard Action Area burst 2 within 10 squares Sustain Minor: Repeat the attack when you sustain the
Daily ✦ Shadow, Implement, Psychic, Necrotic
Target: Each creature in burst. power. You can move the Skeleton up to 5 squares as a
Standard Action Close burst 20
Attack: Charisma vs. Reflex move action. The skeleton uses your own AC, initiative,
Target: Each enemy in burst
Hit: 3d6 + Charisma modifier necrotic damage and the senses and defenses. It otherwise follows all the rules
Attack: Charisma vs. Reflex
target is blinded (save ends). Once the target saves for Minions. It persists until the end of your next turn.
Hit: You spend a healing surge without gaining its
against the blindness condition, it takes 1d6 + charisma benefits; 3d6 + charisma modifier psychic and necrotic
modifier necrotic damage. damage, and the target is immobilized (save ends).
Miss: Half Damage.

Class by ThePlanesWalker
12
THE DREAD NECROMANCER

Summon Necromancer Attack 29


Level 27 Encounter Invocations Level 29 Daily Invocations
Zombie Hulk
You conjure forth an undead creature of cold energy
Dark Burst Necromancer Attack 27 Culling the Weak Necromancer Attack 29 which upon attacking freezes your enemies.
You invoke an ancient spirit; a dark burst of shadow You pick a weak foe and curse their body with your most Daily ✦ Shadow, Conjuration, Fire, Implement
explodes in front of you, healing your allies and searing power invocation. Standard Action Ranged 10
your enemies. Daily ✦ Shadow, Implement, Necrotic Conjuration: The zombie occupies a single square within
Encounter ✦ Shadow, Fire, Implement, Necrotic Standard Action Ranged 10 range.
Standard Action Area burst 2 within 20 squares Target: One bloodied creature Target: One creature adjacent to the zombie.
Target: Each enemy in burst. Attack: Charisma vs. Fortitude Attack: Charisma vs. AC
Attack: Charisma vs. Reflex Hit: 3d12 + Charisma modifier necrotic damage and the Hit: 4d6 + charisma modifier fire damage and the target
Hit: 3d8 + Charisma modifier fire and necrotic damage. target is blinded deafen and restrained (save ends all). is Blinded until the end of your next turn and takes
Effect: You and each ally in the burst gains temporary Once the target saves against these conditions, the ongoing 5 Fire damage (save ends).
hit points equal to your charisma modifier. target becomes dazed and slowed (save ends all). Once Special: When the zombie hulk drops to 0 hit points for
the target saves against these conditions it takes 1d12 + the first time, on your next turn, the zombie hulk rises
Death Pulse Necromancer Attack 27 charisma modifier necrotic damage and becomes (as a move action with hit points equal to your bloodied
Your words weaken your foes as they sense how their weakened (save ends). value.
death is drawing near. Sustain Minor: Repeat the attack when you sustain the
Encounter ✦ Shadow, Implement, Necrotic Finger of Death Necromancer Attack 29 power. You can move the Zombie up to 5 squares as a
Standard Action Ranged 10 You point your finger at a foe as you whisper deadly move action. The Zombie moves as a physical creature;
Primary Target: One creature or object. words that corrupt the skin and harm the soul. it must go around obstacles and foes (though it may
Attack: Charisma vs. Reflex Daily ✦ Shadow, Implement move through your allies’ squares), it is slowed by
Hit: 4d10 + charisma modifier damage, and the target is Standard Action Melee touch difficult terrain, and it must end its move in an
weakened (save ends). Once the target saves against the Target: One bloodied creature unoccupied square. The Zombie uses your own AC,
weakened condition, it takes 1d10 + charisma modifier Attack: Charisma vs. Fortitude initiative, senses and defenses. The zombie has hit
necrotic damage. Hit: The target drops to 0 hit points. Resistance to points equal to your bloodied value.
necrotic damage does not apply to this power.
.
Leeching Strike Necromancer Attack 27
You leech on the life-force of your opponent fortifying Necrotic Nova Necromancer Attack 29
your defense.. You create a tremendous blast of supernatural cold,
Encounter ✦ Shadow, Necrotic, Weapon freezing your enemies.
Standard Action Melee weapon Daily ✦ Shadow, Cold, Implement, Necrotic
Target: One creature Standard Action Close blast 10
Attack: Charisma vs. AC Target: Each enemy in blast
Hit: 4[W] + Charisma modifier necrotic damage. Until Attack: Charisma vs. Reflex
the end of your next turn, you gain a power bonus to AC Hit: You spend a healing surge without gaining its
equal to your charisma modifier. benefits; 6d6 + charisma cold and necrotic damage, and
the target is weakened (save ends).
Miss: Half Damage.

13
Class by ThePlanesWalker
THE DREAD NECROMANCER

points equal to your charisma modifier + ½ of your Animate Dead Necromancer Utility 12

PARAGON PATHS: character level. You infuse a dead body with necrotic energy, raising the
creature to become your servant for a small period of
time.
True Necromancer Invocations Daily ✦ Shadow, Charm, Necrotic
TRUE NECROMANCER Standard Action Ranged 10
Special: You can use this power twice per day, but only

“All that separates life from death is loneliness,


Summon Necromancer Attack 11 once per encounter.
Target: One or two undead minions you control
suffering, and my undead minions.” Sword Wraith Effect: You spend a healing surge without gaining its
You summon a restless apparition that lurks in the benefits; you can raise any large or smaller creature of
Prerequisites: Dread Necromancer class, at least 3 shadow, thirsting for souls. same level or lower than you that have not been dead
powers that summon undead creatures. Encounter ✦ Shadow, Conjuration, Corrupt, for more than an hour, the creature rises as an undead
Implement, Necrotic creature and is dominated. The creature remains under
Power corrupts. Power over life and death corrupts Standard Action Ranged 5 your control until the duration of the encounter or for 5
absolutely. The power to raise an undying servant from Conjuration: The spirit devourer occupies a single minutes, after this time it drops to the ground, unable to
the husk of the formerly living is darkly tempting-and square within range. be reanimated again.
certainly evil. Those who seek such unyielding Target: One creature adjacent to the wraith
obedience from the dead willingly fallow the path of the Attack: Charisma vs. Fortitude
true necromancer, a master in summoning and raising Hit: 3d6 + charisma modifier necrotic damage and the Summon Necromancer Attack 20
the dead. target is weakened (save ends). If the target is reduced Fireborn Zombie
to 0 hit points this way the sword wraith gains 15 You conjure forth an undead creature of cold energy
temporary hit points. which upon attacking freezes your enemies.
True Necromancer Path Special: The wraith flies (hovers) and has phasing. When Daily ✦ Shadow, Conjuration, Fire, Implement
Features reduced to 0 hit points or more the sword wraith shifts Standard Action Ranged 10
4 squares and makes a melee attack (Charisma vs. Conjuration: The zombie occupies a single square within
Craving Action (11th level): When you spend an action Fortitude), dealing an extra 1d6 necrotic damage on a range.
point to take an extra action, if you use your action to hit. Target: One creature adjacent to the zombie.
make an attack with an undead minion, the undead Sustain Minor: Repeat the attack when you sustain the Attack: Charisma vs. AC
minion gains a bonus to its attack roll equal to your power. You can move the wraith up to 6 squares as a Hit: 4d6 + charisma modifier fire damage and the target
charisma modifier. move action. The wraith uses your own AC, initiative, is Blinded until the end of your next turn and takes
senses and defenses. It otherwise follows all the rules ongoing 5 Fire damage (save ends).
Vampiric Attack (11th level): For each successful attack for Minions. It persists until the end of your next turn. Sustain Minor: Repeat the attack when you sustain the
done by your undead minions, they regain hit points power. You can move the Zombie up to 5 squares as a
equal to your charisma modifier. move action. The Zombie moves as a physical creature;
it must go around obstacles and foes (though it may
Contract from Below (16th level): Whenever you use a move through your allies’ squares), it is slowed by
power to summon an undead creature you may spend a difficult terrain, and it must end its move in an
healing surge without gaining its benefits, If you do, unoccupied square. The Zombie uses your own AC,
your summoned undead minion gains temporary hit initiative, senses and defenses. The zombie has hit
points equal to your bloodied value.

Class by ThePlanesWalker
14
THE DREAD NECROMANCER

NECROSAGE Necrosage Invocations SCIEN OF SOULS


"Death was once my master; now I have mastered Paralizing Burst Necrosage Attack 11 "They shall kill those whom once they loved."
Death." You send a wave of necrotic energy that paralyzes your
living foes and weaken the undead. Prerequisites: Dread Necromancer class
Prerequisites: Dread Necromancer class Encounter ✦ Shadow, Fire, Implement, Necrotic
Standard Action Area burst 3 within 20 squares Initiation with cold calculation and vengeful thoughts is
Necrosages are masters of necrotic energy, they excel in Target: Each enemy in burst. recognized as a scion of souls trait. Along this strange,
knowledge of undead creatures and know best how to Attack: Charisma vs. Reflex disorienting path, Scion of Souls learn to twist and
harm the living and disrupt further the undead. In Hit: 2d6 + charisma modifier necrotic damage. distort the soul of others through sheer force of will.
combat, the necrosage moves quietly, with little Effect: Living creatures in burst are immobilized until Such distortion is not easy, and scions must expend an
apparent interest in his surroundings. Yet the emptiness the end of your next turn while undead creatures in the inordinate amount of effort before they can even
of his soul gives him a painful awareness of - and burst are weakened (save ends). manipulate the soul of the living.
loathing for - those who disturb his inner silence. He is
utterly fearless, and is more than able to engage Necrosage’s Essence Necrosage Utility 12
multiple opponents with the emotionless, technically
perfect spins and flourishes of his staff. For such a frail-
Your essence heals allies and raises your defenses. Scion of Souls Path Features
Encounter ✦ Shadow, Conjuration, Corrupt
seeming opponent, the necrosage finds pain surprisingly Standard Action Personal
irrelevant. Corrupting Action (11th level): When you spend an
Effect: Use this power when you use your Corrupting action point to take an extra action, if you use your
essence. If the target hits, the target regains hit points action to make an attack with the necrotic keyword that
Necrosage Path Features equal to your charisma modifier and you gain a +2 power deals an extra 1d6 necrotic damage against a
bonus to all defenses until the end of your next turn. living foe.
Necrotic Action (11th level): When you spend an action
point to take an extra action, if you use your action to Corrupting Pulse Necrosage Attack 20 Vampiric Soul (11th level): Whenever you would gain
make an attack with the necrotic keyword that power You send a way of necrotic energy that corrupts the flesh temporary hit points, you gain additional temporary hit
has the following effect: Resistance to necrotic damage and harms further undead creatures. points equal to your intelligence modifier.
does not apply to this power. Daily ✦ Shadow, Cold, Implement, Necrotic
Standard Action Close burst 5 Soul Fuel (16th level): When you drop an enemy to 0 hit
Necrosage's Edge (11th level): While you are bloodied, Target: Each enemy in blast points or fewer, you gain a +2 bonus to all defenses until
you gain a bonus to attack rolls with dread necromancer Attack: Charisma vs. Reflex the end of your next turn.
powers equal to your intelligence modifier against living Hit: 3d10 + charisma modifier + intelligence modifier
creatures. necrotic damage, and the target is weakened (save
ends). If the target is an undead creature it takes 3d12 +
Necrotic's Vitality (16th level): You gain three additional charisma modifier + intelligence modifier necrotic
healing surges per day which you must spend to fuel damage instead. Resistance to necrotic damage does
powers that require for you to spend or lose a healing not apply to this power.
surge without gaining its benefit.

15
Class by ThePlanesWalker
THE DREAD NECROMANCER

Skeleton Hound
Feats Heroic Feats Prerequisites: Dread Necromancer
Scion of Souls Invocations Benefit: You invoke shadow energy to use Skeleton
Augment Summoning Hound
Prerequisites: Trained in Arcana
Exhaust Soul Scion of Souls Attack 11 Benefit: Effects created by powers with the Conjuration Skeleton Hound Feat Power
You send a wave of necrotic energy that weakens your keyword gain a +1 feat bonus on damage rolls.
You summon a skeletal hound from the ground ready to
foes defenses. attack your foes.
Encounter ✦ Shadow, Fire, Implement, Necrotic Corpsecrafter Encounter ✦ Shadow, Conjuration, Implement
Standard Action Close blast 6 Prerequisites: Dread Necromancer Standard Action Ranged 5
Target: Each enemy in burst. Benefit: Undead creatures that you command gain a +1 Conjuration: The poisonous skeleton occupies a single
Attack: Charisma vs. Reflex bonus to damage rolls. square within range.
Hit: You spend a healing surge without gaining its Target: One creature adjacent to the skeleton
benefits; 3d8 + charisma modifier necrotic damage and Ghost Scarred Attack: Charisma vs. AC
the target gains a -2 penalty to all defenses (save ends). Prerequisites: Dread Necromancer Benefit: You gain a+1 Hit: 1d8 + charisma modifier damage. If the target is
Once the target saves against the condition it becomes bonus on attacks, damage, and all defenses against bloodied it’s knocked prone as well.
weakened until the end of their next turn. insubstantial foes.

Crippling Essence Scion of Souls Utility 12 Skeleton Archer Paragon Feats


Your essence heals allies and raises your defenses. Prerequisites: Dread Necromancer.
Encounter ✦ Shadow, Conjuration, Corrupt Benefit: You invoke shadow energy to use Skeleton
Standard Action Personal Archer. Necromantic Might
Effect: You spend a healing surge without gaining its Prerequisites: Dread Necromancer, necromantic
benefits; if you don’t like the damage you have rolled
Skeleton Archer Feat Power presence
with one of your attacks, reroll your damage. Use the A Skeleton rises from the earth at your command, Benefit: All undead minions you control that are within
better result. striking viciously at adjacent foes with a poisonous 10 squares from you gain a +1 bonus to attack rolls
weapon. against living foes.
Encounter ✦ Shadow, Conjuration, Implement
Possessing Spirit Scion of Souls Attack 20 Standard Action Ranged 5
You invoke an insidious spirit from the shadow realm Conjuration: The poisonous skeleton occupies a single
Necromantic Presence
which possesses your target, but yields to your square within range. Prerequisites: Dread Necromancer
command. Target: One creature within 20 squares from the Benefit: All undead minions you control that are within
Daily ✦ Shadow, Charm, Implement skeleton 10 squares from you gain necrotic resistance equal to
Standard Action Ranged 10 Attack: Charisma vs. AC your charisma modifier.
Target: One bloodied creature Hit: 1d8 + charisma modifier damage and target takes
Attack: Charisma vs. Will ongoing 5 poison damage (save ends). Necrotic Lock
Hit: The target is dominated until the end of your next Sustain Minor: Repeat the attack when you sustain the Prerequisites: Dread Necromancer
turn. power. You can move the Skeleton up to 5 squares as a Benefit: Any target you hit with a power that has the
Sustain Move: Repeat the attack. If you miss the target move action. The skeleton uses your own AC, initiative, necrotic keyword takes a –2 penalty to its next attack
is no longer dominated. You can sustain this power until senses and defenses. It otherwise follows all the rules roll.
the end of the encounter or for 5 minutes for Minions. It persists until the end of your next turn.

Class by ThePlanesWalker
16

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