Monday, May 31, 2010

Necromancer Magic Items

MAGIC ITEMS

Necromancer Feats

NEW FEATS

HEROIC TIER FEATS

BLOOD IS POWER
Prerequisite:
Necromancer
Benefit: Once per encounter as a free action, you can spend a healing surge but recover no hit points. Instead, you gain a +2 bonus on the next attack roll you make this turn.

BRITTLE DURABILITY
Benefit:
Reduce your maximum hit points by 5. You gain 3 healing surges.

IMPROVED SOUL REAPING
Prerequisite:
Necromancer, Soulweaving class feature
Benefit:
When you use your Reap the Harvest class feature, you gain temporary hit points equal to your two times your Intelligence modifier.

PROTECTIVE SCARS
Prerequisite:
Necromancer, Fleshshaper class feature
Benefit: When you or an ally regains additional hit points due to your Potent Blood class feature, you or that ally receives a +1 power bonus to AC until the end of your next turn.

REAPER'S RESPONSE
Prerequisite:
Necromancer
Benefit: You can use Immediate Interrupt or Immediate Reaction necromancer powers during your turn. In addition, once per encounter you can use an Immediate Interrupt or Immediate Reaction necromancer power as a free action, even if you have already used an immediate action this round.

RECKLESS SACRIFICE
Benefit:
If you would spend a healing surge but have none left, you can choose to take damage equal to your healing surge value instead.

PARAGON TIER FEATS

IMPROVED NECROTIC SOUL
Prerequisite:
11th level, Necrotic Soul class feature
Benefit: Increase the necrotic resistance granted by your Necrotic Soul class feature by 5. At 21st level, instead increase it by 10.

EPIC TIER FEATS

MULTICLASS FEATS

SHADOWFELL INITIATE [MULTICLASS NECROMANCER]
Prerequisite:
Cha 13
Benefit: You gain training in one skill from the necromancer's class skill list.
Once per day, you can use the necromancer's gift of blood power.
In addition, you can use a dagger, staff, or wand as an implement when using a necromancer power or a necromancer paragon path power.

Hybrid Necromancers

HYBRID NECROMANCER

CLASS TRAITS
Role:
Leader
Power Source: Shadow
Key Abilities: Charisma, Constitution, Intelligence

Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implements: Daggers, staffs, wands
Bonus to Defense: +1 Fortitude or Will

Hit Points at 1st Level: 5
Hit Points per Level Gained: 2
Healing Surges per Day: 3.5

Class Skills: Arcana (Int), Bluff (Cha), Endurance (Con), Heal (Wis), History (Int), Intimidate (Cha), Religion (Int)

Class Features: Gift of blood (hybrid), whispers of the dead (hybrid)
Hybrid Talent Options: Offering of Blood, Dark Art

CLASS FEATURES
Hybrid necromancers have the following class features:
Gift of Blood (Hybrid): You gain the necromancer power gift of blood. The power functions as normal, except that you can use it only once per encounter.
Whispers of the Dead (Hybrid): You gain the necromancer power whispers of the dead. The power functions as normal, except that you can use it only once per day.

HYBRID TALENT OPTIONS
If you take the Hybrid Talent feat, you can select one of the following options:
Offering of Blood: This class feature functions exactly as the necromancer class feature.
Dark Art: This class feature functions exactly as the necromancer class feature.

SUGGESTED COMBINATIONS

Necromancer Paragon Paths and Epic Destinies

PARAGON PATHS

EPIC DESTINIES

Necromancer Powers (epic tier)

LEVEL 22 UTILITY HEXES

LEVEL 23 ENCOUNTER HEXES

LEVEL 25 DAILY HEXES

LEVEL 27 ENCOUNTER HEXES
Vampire's Gaze
Encounter - Shadow, Implement, Necrotic,
Psychic
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d10 + Charisma modifier necrotic and psychic
damage, and the target is dominated until the end of
your next turn.

LEVEL 29 DAILY HEXES

Necromancer Powers (paragon tier)

LEVEL 13 ENCOUNTER HEXES
Bodak's Glare
Encounter - Shadow, Implement, Necrotic,
Psychic
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier necrotic and psychic
damage, and the target is stunned until the end of your
next turn.

Fleshy Veil
Encounter - Shadow, Implement
Standard Action - Ranged
10
Target: One or two creatures
Attack: Charisma vs. Fortitude
Hit: 1d4 + Charisma modifier damage, and the target is
blinded, deafened, and cannot speak until the end of your
next turn. The target takes the normal penalties for
being blinded even if it is blind or has blindsight.
Fleshshaper: You can expend a healing surge to
target an additional creature.

Ghost Armor
Encounter - Shadow, Implement, Cold, Necrotic
Standard Action - Ranged
10
Target: You or one ally in range
Effect: The target gains a +2 power bonus to all defenses
until the end of your next turn. The next time the target
is hit by a melee attack before the end of your next
turn, this effect ends and you can make the following
secondary attack, using the target's space as the
point of origin:
Secondary Attack: Burst 1; Charisma vs. Fortitude
Target: Each enemy in burst
Hit: 3d6 + Charisma modifier cold and necrotic
damage, and the target grants combat advantage until
the end of your next turn.
Soulweaver: The bonus to defenses equals your
Intelligence modifier.

Sap Resolve
Encounter - Shadow, Implement, Necrotic
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier necrotic damage, and the
target cannot make saving throws until the end of your
next turn. You and each ally adjacent to you or the
target can make a saving throw.

LEVEL 15 DAILY HEXES

Danse Macabre
Daily - Shadow, Implement
Standard Action - Ranged
10
Target: One, two, three, or four creatures
Hit: Slide the target 5 squares. The target then makes a
basic attack against a creature of your choice, with a
bonus to the attack roll equal to your Charisma modifier.
If no other creatures are in range, the target attacks
itself.

Raise Skeletal Lasher
Daily - Shadow, Implement, Summoning
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: You summon a Medium skeletal lasher in the
triggering enemy's space. The lasher has a speed of 6.
You can give the lasher the following special command:
Standard Action: Melee 2; targets one creature;
Charisma vs. Reflex; 1d8 + Charisma modifier damage,
plus 1d6 necrotic damage, and you slide the target
1 square.
Instinctive Effect: If you haven't given the lasher
any commands by the end of your turn, it attacks an
enemy within reach. Otherwise it moves its speed to a
square adjacent to an enemy.

Raise Zombie Belcher
Daily - Shadow, Implement, Summoning
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: You summon a Medium zombie belcher in the
triggering enemy's space. The belcher has a speed of 5.
You can give the belcher the following special commands:
Standard Action: Close blast 3; targets each creature
in blast; Charisma vs. Reflex; 2d6 + Charisma modifier
acid damage, and the target takes a -2 penalty to AC
until the end of your next turn.
Free Action: When the belcher is reduced to 0 hp;
close burst 1; targets each creature in burst; Charisma vs.
Reflex; 2d6 + Charisma modifier acid damage,
and the target takes a -2 penalty to AC until the end of
your next turn.
Instinctive Effect: If you haven't given the belcher
any commands by the end of your turn, it uses its close
blast attack, targeting as many creatures as possible.
Otherwise, it moves its speed to the square adjacent to
the most enemies.

LEVEL 16 UTILITY HEXES
Bloodtap Ferocity
Encounter - Shadow
Minor Action - Close
burst 5
Target: You or one ally in burst
Effect: The target takes ongoing 5 damage, and is
affected by bloodtap ferocity (save ends both). This
damage cannot be prevented in any way. While affected
by bloodtap ferocity, the target gains a +1 bonus to attack
rolls, and loses a healing surge at the start of his or her
turn. The target can choose not to make a saving throw
against this effect at the end of his or her turn.

Mass Undead Resistance
Daily - Shadow
Minor Action - Close
burst 5
Target: You and each ally in burst
Effect: The target gains resist 15 necrotic and resist 25
poison until the end of the encounter.

Mummy's Regeneration
Daily - Shadow, Healing
Minor Action - Close
burst 1
Target: You or one ally in burst
Effect: The target gains regeneration 10 until the end
of the encounter. If the target takes radiant damage, the
regeneration doesn't function on its next turn.

Raise Blood Thrall
Daily - Shadow, Healing, Summoning
Standard Action - Close
burst 5
Effect: You summon a Small blood thrall in an
unoccupied square within range. The thrall has a speed
of 6, and a +2 bonus to AC, Reflex, and Fortitude. You
can give the thrall the following special commands:
Minor Action: Close burst 1; targets each ally in burst;
the target regains hit points as if he or she had spent a
healing surge. The thrall takes damage equal to your
healing surge value.
Free Action: When the thrall is reduced to 0 hp;
close burst 1; targets each ally in burst; the target
gains temporary hit points equal to his or her healing
surge value.
Instinctive Effect: If you haven't given the thrall any
commands by the end of your turn, it moves its speed to
a square adjacent to the nearest ally.

LEVEL 17 ENCOUNTER HEXES
Ghost's Embrace
Encounter - Shadow, Implement, Cold, Necrotic
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d10 + Charisma modifier cold and necrotic
damage, and the target is dominated until the end of
your next turn. You are dazed and weakened until the
end of your next turn.

Vampiric Feast
Encounter - Shadow, Implement, Healing,
Necrotic
Standard Action - Area
burst 2 within 10 squares
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier necrotic damage, and you
or one ally in the burst can spend a healing surge.

LEVEL 19 DAILY HEXES
Raise Zombie Strangler
Daily - Shadow, Implement, Summoning
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: You summon a Large zombie strangler in the
triggering enemy's space. The strangler has a speed of 5.
You can give the strangler the following commands:
Standard Action: Ranged 5; targets one creature;
Charisma vs. Reflex; 2d4 + Charisma modifier damage,
and the target is pulled 4 squares and grabbed.
Standard Action: Melee 1; targets one creature
grabbed by the strangler; Charisma vs. Fortitude;
2d6 + Charisma modifier damage, plus 1d6 acid damage.
Instinctive Effect: If you haven't given the strangler
any commands by the end of your turn, it uses its
second attack against a grabbed enemy. If it can't
do that, it uses its first attack against the nearest enemy.
Otherwise, it moves its speed to a square within 5
squares of an enemy.

Necromancer Powers (heroic tier)

NECROMANCER POWERS
Your powers are called hexes.

LEVEL 1 AT-WILL HEXES
Bone Shards
At-Will - Shadow, Implement
Standard Action - Ranged
10
Target: One or two creatures
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier damage.
Level 21: 2d6 + Charisma modifier damage.

Ghostbolt
At-Will - Shadow, Implement, Cold, Necrotic
Standard Action - Ranged 10
Target:
One creature
Attack: Charisma vs. Will
Hit: 1d8 + Charisma modifier cold and necrotic damage,
and the target cannot make opportunity attacks until
the end of your next turn.
Level 21: 2d8 + Charisma modifier damage.

Soften Skin
At-Will - Shadow, Implement
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: Until the end of your next turn, the target takes a
-2 penalty to all defenses, and each attack that hits the
target deals an extra 1d6 damage.
Level 21: 2d6 extra damage.

Stolen Speed
At-Will - Shadow, Implement, Necrotic
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier necrotic damage, and the
target is slowed until the end of your next turn. You or
one ally adjacent to you or the target can shift one
square.
Level 21: 2d6 + Charisma modifier damage.

LEVEL 1 ENCOUNTER HEXES
Boneshard Spray
Encounter- Shadow, Implement
Standard Action- Close
blast 3
Target: Each creature in blast
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier damage.
Effect: You or one ally adjacent to you gains a +2 power
bonus to AC until the end of your next turn.
Fleshshaper: You can expend a healing surge to
increase the area to a blast 5.

Ghoul's Touch
Encounter - Shadow, Implement, Necrotic,
Poison
Standard Action- Ranged
10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d10 + Charisma modifier necrotic and poison
damage, and the target is immobilized until the end of
your next turn.

Tiring Ray
Encounter - Shadow, Implement, Necrotic

Standard Action - Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier necrotic damage, and
the target suffers a -2 penalty to attack rolls, AC, and
Reflex defense until the end of your next turn.

Soulfire Bolt
Encounter - Shadow, Implement, Fire, Necrotic
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier fire and necrotic damage,
and until the end of your next turn, any attack that hits
the target deals an additional 1d6 fire damage.
Soulweaver: If you miss, you can expend a healing
surge to re-roll the attack roll.

LEVEL 1 DAILY HEXES
Blood to Water
Daily - Shadow, Implement
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier damage, and until the end
of the encounter, whenever the target is hit by an attack,
it takes ongoing 5 damage (save ends).
Miss: Half damage, and ongoing 5 damage (save ends).

Raise Skeletal Warrior
Daily - Shadow, Implement, Summoning
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: You summon a Medium skeletal warrior in the
triggering enemy's space. The warrior has speed 6. You
can give the warrior the following special command:
Standard Action: Melee 1; targets one creature;
Charisma vs. Reflex; 1d8 + Charisma modifier damage.
Instinctive Effect: If you haven't given the warrior
any commands by the end of your turn, it attacks an
adjacent enemy. Otherwise, it moves its speed to a
square adjacent to an enemy.

Raise Zombie Shambler
Daily - Shadow, Implement, Summoning
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: You summon a Medium zombie shambler in
the triggering enemy's space. The shambler has a speed
of 5. You can give the shambler the following special
command:
Standard Action: Melee 1; targets one creature;
Charisma vs. Reflex; 1d4 + Charisma modifier damage,
and the target is grabbed.
Instinctive Effect: If you haven't given the shambler
any commands by the end of your turn, it attacks an
adjacent enemy. Otherwise, it moves its speed to a
square adjacent to an enemy.

LEVEL 2 UTILITY HEXES
Soulsight
Daily - Shadow
Minor Action - Personal
Effect:
Until the end of the encounter you can see
invisible creatures, and creatures cannot gain
concealment or total concealment against you.

Painful Relief
Encounter - Shadow
Minor Action - Close
burst 5
Target: You or one ally
Effect: The target makes a saving throw and takes 1d4
damage. This damage cannot be reduced or prevented in
any way. Increase the damage to 2d4 at 11th level and to
3d4 at 21st level.

Raise Skeletal Skitterer
Daily - Shadow, Implement, Summoning
Standard Action - Close
burst 1
Effect: You summon a Tiny skeletal skitterer in an
unoccupied square in the burst. The skitterer has a
speed of 6. It gains a +5 bonus to Stealth checks and
takes no penalty to Stealth checks for moving more than
2 squares. You can give the skitterer the following special
command:
Minor Action: Until the end of your next turn you can
see through the skitterer's eyes. You cannot gain line of
effect to any creature or object this way.
Instinctive Effect: If you haven't given the skitterer
any commands by the end of your turn, it makes a
Stealth check to hide. Otherwise, it moves its speed to
the nearest cover or concealment in sight. If there is no
cover or concealment in sight, it remains still.

Reaper's Step
Encounter - Shadow
Immediate Reaction - Personal
Trigger:
An enemy within 10 squares drops to 0 hit
points
Effect: You teleport up to 10 squares to a space that
enemy occupied.

LEVEL 3 ENCOUNTER HEXES
Bone Armor
Encounter - Shadow, Implement
Standard Action - Ranged
10
Target: You or one ally in range
Effect: The target gains a +2 power bonus to AC until
the end of your next turn. The next time that ally is hit
by a melee attack before the end of your next turn,
this effect ends and you can make the following secondary
attack, using the target's space as the point of origin:
Secondary Attack: Blast 3, Charisma vs. Reflex
Target: Each creature in blast
Hit: 2d6 + Charisma modifier damage.
Fleshshaper: The bonus to AC equals your Constitution
modifier.

Corpseburst
Encounter - Shadow, Implement, Necrotic,
Thunder
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: Make a secondary attack using the triggering
enemy's space as the point of origin.
Secondary Attack: Blast 3, Charisma vs. Reflex
Target: Each creature in blast
Hit: 2d4 + Charisma modifier necrotic and thunder
damage, and the target is knocked prone.
Soul Weaver: You gain a bonus to the damage roll
equal to your Intelligence modifier.

Leech Life
Encounter - Shadow, Implement, Necrotic
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier necrotic damage,
and you or one ally adjacent to you or the target can
spend a healing surge.

Wight's Grasp
Encounter - Shadow, Implement, Cold, Necrotic
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier cold and necrotic damage,
and the target is dazed until the end of your next turn.

LEVEL 5 DAILY HEXES
Blighted Ground
Daily - Shadow, Healing, Necrotic, Zone
Standard Action - Close
burst 1
Effect: The burst creates a zone of blighted ground
that lasts until the end of your next turn. Enemies that
start their turn within the zone take necrotic damage
equal to your Charisma modifier. Whenever an enemy
takes damage in this way, you or one ally in the zone
regains hit points equal to the damage dealt.
Sustain Minor: The zone persists.

Raise Skeletal Guardian
Daily- Shadow, Implement, Summoning
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit point
Effect: You summon a Medium skeletal guardian in the
triggering enemy's space. The guardian has a speed of 6
and a +2 bonus to AC. Allies adjacent to the guardian
gain a +2 bonus to AC. You can give the guardian the
following special command:
Standard Action: Melee 1; targets one creature;
Charisma vs. Reflex; 1d8 + Charisma modifier damage,
and the target is marked until the end of your next
turn.
Instinctive Effect: If you haven't given the guardian
any commands by the end of your turn, it attacks an
adjacent enemy. Otherwise, it moves its speed to a
square adjacent to an enemy.

Raise Zombie Hound
Daily- Shadow, Implement, Summoning
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: You summon a Small zombie hound in the
triggering enemy's space. The hound has a speed of 5.
You can give the hound the following special commands:
Standard Action: Melee 1; targets one creature;
Charisma vs. Reflex; 1d6 + Charisma modifier damage.
Immediate Interrupt: Triggered when an enemy
adjacent to the hound makes an attack against an ally;
melee 1; targets the triggering enemy; Charisma vs.
Reflex; 1d6 + Charisma modifier damage; and the target
takes a -2 penalty to the interrupted attack role.
Instinctive Effect: If you haven't given the hound
any commands by the end of your turn, it attacks an
adjacent enemy. Otherwise, it moves its speed to a
square adjacent to an enemy.

LEVEL 6 UTILITY HEXES
Dark Revival
Daily - Shadow, Healing
Minor Action - Ranged
10
Target: One dead or dying ally
Effect: You spend a healing surge but regain no hit
points. The target's hit point total becomes 1, and he or
she gains temporary hit points equal to two times his or
her healing surge value. The target may stand up as a
free action.
Special: If the target is a dead ally, he or she is dazed
until the end of the encounter, and at the end of the
encounter, he or she dies.

Reaper's Boon
Encounter - Shadow, Healing
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Target: You or one ally adjacent to you or the
triggering enemy.
Effect: The target can spend a healing surge and
regains additional hit points equal to your Charisma
modifier. The target also gains temporary hit points
equal to your Charisma modifier.

Undead Resistance
Daily - Shadow
Minor Action - Close
burst 5
Target: You or one ally in burst
Effect: The target gains resist 5 necrotic and resist 10
poison until the end of the encounter.

Wear the Skin
Daily - Shadow, Polymorph
Standard Action - Personal
Effect:
You spend a healing surge but regain no hit
points. You alter your physical form to take on the
appearance of a dead Medium humanoid that you are
touching. Your clothing, armor, and equipment do not
change. Your new form lasts up to 1 hour. You can
dismiss it as a minor action.
A creature can attempt an Insight check opposed by
your Bluff check to see through your deception. You
gain a +5 bonus to all Bluff checks made in this way.

LEVEL 7 ENCOUNTER HEXES
Bloodacid Spatter
Encounter - Shadow, Implement, Acid
Standard Action - Ranged
10
Target: You or one ally in range; the target must be
bloodied
Effect: The target spends a healing surge but regains
no hit points. Instead, he or she gains temporary hit
points equal to your Charisma modifier, and you can
make the following secondary attack, using the target's
square as the point of origin:
Secondary Attack: Burst 1; Charisma vs. Reflex;
Target: Each creature in burst
Hit: 3d6 + Charisma modifier acid damage, and the
target suffers a -2 penalty to AC until the end of your
next turn.
Fleshshaper: Add your Constitution modifier to the
temporary hit points gained and to the damage of the
secondary attack.

Drain Vigor
Encounter - Shadow, Implement, Necrotic
Standard Action - Ranged
10
Attack: Charisma vs. Fortitude
Hit: The target is dazed until the end of your next turn.
You or one ally adjacent to you or the target can make a
basic attack.

Soulfire Burst
Encounter - Shadow, Implement, Fire, Necrotic
Standard Action - Area
burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 2d8 + Charisma modifier fire and necrotic damage,
and until the end of your next turn, any attack that hits
the target deals an additional 1d6 fire damage.
Soulweaver: You can expend a healing surge to
increase the area to a burst 2.

Wraith's Whisper
Encounter - Shadow, Implement, Necrotic,
Psychic
Standard Action - Ranged
10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d10 + Charisma modifier necrotic and psychic
damage, and the target is weakened until the end of
your next turn.

LEVEL 9 DAILY HEXES
Grasping Wall
Daily - Shadow, Conjuration, Implement
Standard Action - Area
wall 5 within 10 squares
Effect: You conjure a wall of contiguous squares filled
with grasping undead hands that lasts until the end of
your next turn. The wall can be up to 5 squares long and
up to 2 squares high. The squares occupied by the wall
and the squares adjacent to the wall are difficult terrain.
If a creature moves into the wall's space or starts its turn
their, the creature takes 2d6 + Charisma modifier
damage and is grabbed. The wall uses your defenses for
checks made to escape the grab.
Sustain Minor: The wall persists.

Raise Skeletal Opportunist
Daily - Shadow, Implement, Summoning
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: You summon a Medium skeletal opportunist in
the triggering enemy's space. The opportunist has a
speed of 6. You can give the opportunist the following
special commands:
Standard Action: Melee 1; targets one creature;
Charisma vs. Reflex; 1d8 + Charisma modifier damage,
and the skeletal opportunist shifts 1 square.
Opportunity Attack: Melee 1; targets one creature;
Charisma vs. Reflex; 1d8 + Charisma modifier damage,
and the skeletal opportunist shifts 1 square.
Instinctive Effect: If you haven't given the opportunist
any commands by the end of your turn, it attacks an
adjacent enemy. Otherwise, it moves its speed to a square
adjacent to an enemy.

Raise Zombie Brute
Daily - Shadow, Implement, Summoning
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: You summon a Medium zombie brute in the
triggering enemy's space. The brute has a speed of 5.
You can give the brute the following special command:
Standard Action: Melee 1; targets one creature;
Charisma vs. Reflex; 2d6 + Charisma modifier damage,
and the target is knocked prone.
Instinctive Effect: If you haven't given the brute any
commands by the end of your turn, it attacks an adjacent
enemy. Otherwise, it moves its speed to a square adjacent
to an enemy.

LEVEL 10 UTILITY HEXES
Bloodletting
Encounter - Shadow
Minor Action - Close
burst 5
Target: You or one ally in burst
Effect: The target takes ongoing 5 damage (save ends).
This damage cannot be reduced in any way. At the end of
the target's turn, he or she can choose not to make a
saving throw against this damage, and instead make a
saving throw against another effect a save can end.


Bloodwell
Encounter - Shadow, Conjuration, Healing
Immediate Reaction - Ranged
10
Trigger: An enemy within range drops to 0 hit points
Effect: You conjure a fountain of soul-infused blood in
the triggering enemy's space. The bloodwell occupies
1 square and lasts until the end of your next turn.
Whenever you or an ally begin or end a turn in a square
adjacent to the bloodwell, you or that ally can spend a
healing surge and gain temporary hit points equal to
your Charisma modifier. A character can only benefit
from this healing once per turn.

Instruments of Shadow
Daily - Shadow, Necrotic
Minor Action - Close
burst 5
Targets: You and each ally in burst
Effects: Until the end of the encounter, the targets'
attacks deal an additional 1d6 necrotic damage.

Raise Skeletal Structure
Daily - Shadow, Conjuration
Standard Action - Ranged
10
Effect:
You conjure a skeletal bridge, ladder, or spiked
rampart (see below) that lasts until the end of your next
turn. You may not conjure a structure into an occupied
square.
Bride: The bridge is up to 2 squares wide and up to 5
squares long. At least one side of the bridge must occupy
solid ground. One short side can be up to 2 squares
higher than the other.
Ladder: The ladder is 1 square wide and up to 10
squares tall.
Rampart: The rampart is 1 square wide and up to 5
squares long. You can choose to nominate one side as
the spiked side. Entering a square occupied by the
rampart costs 3 extra squares of movement. Any
creature that enters a square adjacent to the spiked
side takes 1d8 damage. The rampart provides cover.
Sustain Minor: The structure persists.

Creating a Necromancer

CREATING A NECROMANCER
Charisma, Constitution, and Intelligence are the most important ability scores for a necromancer. You can choose any powers you like, but many necromancers choose feats, skills, and powers to complement their Dark Art choice.

FLESHSHAPER NECROMANCER
Charisma should be your highest ability score, because you use it for your attack powers, followed by Constitution to improve the effects of your powers that manipulate flesh.
Suggested Class Feature: Fleshshaper
Suggested Feat: Protective Scars
Suggested Skills: Arcana, Bluff, Endurance, Heal
Suggested At-Will Powers: Bone Shards, Soften Skin
Suggested Encounter Power: Boneshard Spray
Suggested Daily Power: Raise Zombie Shambler

SOULWEAVER NECROMANCER
You should make Charisma your highest ability score since it is used for your attack powers, followed by Intelligence, which improves the effects of your powers that channel souls and shadow energy.
Suggested Class Feature: Soulweaver
Suggested Feat: Improved Soul Reaping
Suggested Skills: Arcana, History, Intimidate, Religion
Suggested At-Will Powers: Ghost Bolt, Stolen Speed
Suggested Encounter Power: Soulfire Bolt
Suggested Daily Power: Raise Skeletal Warrior

Necromancer Class Features

NECROMANCER CLASS FEATURES
Necromancers have the following class features:

DARK ART
As a necromancer, you have long studied the dark energies of the Shadowfell, learning to command its power over the bodies and souls of the living and the dead. Some necromancers prefer to manipulate flesh and bone, while others choose to wield the power of shadow directly. Choose either Fleshcrafter or Soulweaver. The choice you make grants you specific features and also provides bonuses to certain necromancer powers, as detailed in those powers.

FLESHSHAPER
The body, living or dead, is your canvas. By infusing the flesh with the power of shadow you can shape it to make your masterpieces.
Potent Blood: Whenever you use a necromancer power that restores hit points to a bloodied ally, or to you if you're bloodied, increase the number of hit points regained by your Constitution modifier.
Will to Flesh: While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.

SOULWEAVER
Your command over the spirits of the dead is unmatched.
Necrotic Power: Your shadow powers ignore up to 5 points of any target's resistance to necrotic damage. The amount ignored increases to 10 at 11th level and 15 at 21st level.
Reap the Harvest: Once per encounter, when an enemy within 10 squares is reduced to 0 hit points, you can choose to regain 1 healing surge as an immediate reaction.

GIFT OF BLOOD
Necromancers can infuse allies with the stuff of shadow, knitting wounds and restoring vigor. You gain the gift of blood power.

NECROTIC SOUL
You gain resist 5 necrotic.

OFFERING OF BLOOD
During a short rest you can draw upon the essence of your allies to restore some of your own. Any ally can choose to spend a healing surge and regain no hit points. In return, you regain a healing surge.

RITUAL CASTING
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.

WHISPERS OF THE DEAD
Necromancers can reach into the Shadowfell and call upon the spirits of the deceased to answer their queries. You gain the whispers of the dead power.

IMPLEMENTS
Necromancers wield wands, daggers, and staves to assist in channeling their dark power. When you wield a magic wand, a magic dagger, or a magic staff, you can add its enhancement bonus to the attack rolls and the damage rolls of necromancer powers and necromancer paragon path powers that have the implement keyword.
Any dagger can function as a necromancer implement. However, you don't gain a dagger's proficiency bonus when using the dagger as an implement.

CLASS POWERS
Each necromancer has the powers gift of blood and whispers of the dead.

Gift of Blood
Encounter (Special) - Shadow, Healing
Minor Action - Close Burst 5 (10/15)
Target: You or one ally in burst
Effect: You spend a healing surge but regain no hit points.
Instead, the target regains hit points equal to his or her
healing surge value, and gains temporary hit points
equal to your Charisma modifier.
Level 11: two times your Charisma modifier
Level 21: three times your Charisma modifier
Special: You can use this power twice per encounter,
but only once per round. At 16th level you can use
this power three times per encounter.

Whispers of the Dead
Encounter - Shadow
Minor Action - Personal
Effect: During this turn, you gain a +5 power bonus to your
next Arcana, Dungeoneering, Heal, History, Nature, or
Religion skill check.

Necromancer Class Traits

NECROMANCER
"I hold sway over life and death.
My will commands body and soul."

CLASS TRAITS

Role: Leader. Your hexes channel the power of the Shadowfell, allowing you to shape flesh as a sculptor shapes clay and to weave the very energy of the soul. In battle you use your art to sap away your foes' vitality and fill your comrades with dark vigor.
Power Source: Shadow. You have studied long to master the power of the Shadowfell, even going so far as to trade a portion of your own essence for the power you seek.
Key Abilities: Charisma, Constitution, Intelligence

Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Simple melee.
Implements: Wands, daggers, staves.
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 10 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution Modifier

Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), Endurance (Con), Heal (Wis), History (Int), Intimidate (Cha), Religion (Int)

Class Features: Dark Art, gift of blood, Necrotic Soul, Offering of Blood, Ritual Casting, whispers of the dead