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.
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