As the topic, here is my homebrew Necromancer. This class is a work in progress, but I have all thirty levels complete. I'd love to see feedback on this, especially:
- General Feel,
- Any powers too strong?
- Any powers too weak?
- Any powers just look boring?
A excerpt from the beginning of the class:
"Necromancers are magic users who deal with the dead. They can summon the dead to assist them in combat and other tasks, and they are capable of powerful hexes which harm the enemy. They deal in magic that wizards and warlocks leave untouched. Some even go on to be powerful liches. One thing all necromancers have in common is that at least once in their life before they started practicing necromancy, they almost died. It could have been because of a childhood illness, an injury on the battlefield, or a miscast spell during their apprenticeship as a wizard.
Necromancers are often reviled by commoners and even other magic practioners. Some necromancers use their powers for good purposes, and help act as a bridge from life to death. Others use their powers over the dead to eliminate the harmful undead from existence. No small amount of necromancers use vile magic to harm the innocent.
You have been at death’s door, and now you have power over the very forces of life and death. When death itself holds no fear for you, what will you accomplish?
Necromancer Overview
Characteristics: Necromancers are a unique class that plays like no other. They usually have at least one minion under their control to direct on the battlefield. They also are capable of slinging powerful hexes. Necromancers have more HP and healing surges than any other caster, but they often use their own life force to power their rituals.
Religion: Necromancers usually serve the Orcus or Vecna, though many serve no god at all.
Races: Necromancy tends to be a human pursuit, because of the way they view death and the undead. However, half-elves and tieflings also take well to it when they choose."
Just to address a few design decisions and errata not in yet:
Undead Control feats
I was worried about Necromancers being too powerful with the minions, so the Necromancers need to spend one feat per minion to increase their total. Also, with the exception of Kin of Undead paragons, the minions do not get heir own special abilities, but rather need to be granted special abilities by Necromancer spells.
Healing Surges: These are very high for a few reasons:
1. Necromancers are a Leader role, and do have healing which can help the party.
2. Surges are spent on minions.
3. It forms a currency for some abilities.
Why Constitution?
Constitution is important so that Necromancers can afford to summon and lose a lot of minions, who each take a healing surge. Additionally, it offers a less than usual stat distribution for a guy in robes. The in-game justification is that hexes come from the Shadowfell and the necromancer is channeling them through his body, and thus needs to keep in extremely good condition to avoid being thoroughly ravaged by the very spells he casts. Hexed Ones haven't quite managed to avoid that fate, but at least they get something out of it.
Bookkeeping
This is partially kept low by minions literally being minions, and thus having no hit points total. I am very worried about the hex bookkeeping, and may redesign the class a bit to reflect that. At the very least I intend to come out with a helpful tracker. I also limited it to one minion type per encounter, as it both requires some tactical planning as well as avoiding any more tracking of stats as necessary.
The general playstyles of Necromancers is pretty much as follows:
Minion Masters rely on their various abilities to enhance the minions they have. Even with one minion, you will still be getting off two minion attacks per round, and minions have a toolbox of various special effects, like attacks which grant movement effects, that life steal, that cause disease, and even the tag team attack in the Kin paragon path, which I think is pretty badass in terms of flavor, if nothing else.
Hex Necros will be casting a variety of hexes which tend to do some direct damage, but also result in a huge number of conditions and other debuffs. They also can stack a large variety of hexes on a single target and then use abilities on that target to do very good damage.
Necromancers do get some controllerish / direct non-hex damage skills as well, to round them out.
Side note: I forgot the disease details. Those are coming too.
Second side note: How hexes work is that a hex is considered to be on a target while the effect is on the target. So, if I cast a hex that does ongoing damage 5 (save ends), the target has that hex until they make the save.
Please leave any comments. Also, if you want to use it in your 4e campaign, that would be more than awesome. All I ask is you tell me how it goes.
Here is the full thing as it stands:
http://docs.google.com/Doc?id=dcgjm4fk_0dp2nwngs'
Edit:
Minions document: http://docs.google.com/Doc?id=dcgjm4fk_3d9vm34sq
- General Feel,
- Any powers too strong?
- Any powers too weak?
- Any powers just look boring?
A excerpt from the beginning of the class:
"Necromancers are magic users who deal with the dead. They can summon the dead to assist them in combat and other tasks, and they are capable of powerful hexes which harm the enemy. They deal in magic that wizards and warlocks leave untouched. Some even go on to be powerful liches. One thing all necromancers have in common is that at least once in their life before they started practicing necromancy, they almost died. It could have been because of a childhood illness, an injury on the battlefield, or a miscast spell during their apprenticeship as a wizard.
Necromancers are often reviled by commoners and even other magic practioners. Some necromancers use their powers for good purposes, and help act as a bridge from life to death. Others use their powers over the dead to eliminate the harmful undead from existence. No small amount of necromancers use vile magic to harm the innocent.
You have been at death’s door, and now you have power over the very forces of life and death. When death itself holds no fear for you, what will you accomplish?
Necromancer Overview
Characteristics: Necromancers are a unique class that plays like no other. They usually have at least one minion under their control to direct on the battlefield. They also are capable of slinging powerful hexes. Necromancers have more HP and healing surges than any other caster, but they often use their own life force to power their rituals.
Religion: Necromancers usually serve the Orcus or Vecna, though many serve no god at all.
Races: Necromancy tends to be a human pursuit, because of the way they view death and the undead. However, half-elves and tieflings also take well to it when they choose."
Just to address a few design decisions and errata not in yet:
Undead Control feats
I was worried about Necromancers being too powerful with the minions, so the Necromancers need to spend one feat per minion to increase their total. Also, with the exception of Kin of Undead paragons, the minions do not get heir own special abilities, but rather need to be granted special abilities by Necromancer spells.
Healing Surges: These are very high for a few reasons:
1. Necromancers are a Leader role, and do have healing which can help the party.
2. Surges are spent on minions.
3. It forms a currency for some abilities.
Why Constitution?
Constitution is important so that Necromancers can afford to summon and lose a lot of minions, who each take a healing surge. Additionally, it offers a less than usual stat distribution for a guy in robes. The in-game justification is that hexes come from the Shadowfell and the necromancer is channeling them through his body, and thus needs to keep in extremely good condition to avoid being thoroughly ravaged by the very spells he casts. Hexed Ones haven't quite managed to avoid that fate, but at least they get something out of it.
Bookkeeping
This is partially kept low by minions literally being minions, and thus having no hit points total. I am very worried about the hex bookkeeping, and may redesign the class a bit to reflect that. At the very least I intend to come out with a helpful tracker. I also limited it to one minion type per encounter, as it both requires some tactical planning as well as avoiding any more tracking of stats as necessary.
The general playstyles of Necromancers is pretty much as follows:
Minion Masters rely on their various abilities to enhance the minions they have. Even with one minion, you will still be getting off two minion attacks per round, and minions have a toolbox of various special effects, like attacks which grant movement effects, that life steal, that cause disease, and even the tag team attack in the Kin paragon path, which I think is pretty badass in terms of flavor, if nothing else.
Hex Necros will be casting a variety of hexes which tend to do some direct damage, but also result in a huge number of conditions and other debuffs. They also can stack a large variety of hexes on a single target and then use abilities on that target to do very good damage.
Necromancers do get some controllerish / direct non-hex damage skills as well, to round them out.
Side note: I forgot the disease details. Those are coming too.
Second side note: How hexes work is that a hex is considered to be on a target while the effect is on the target. So, if I cast a hex that does ongoing damage 5 (save ends), the target has that hex until they make the save.
Please leave any comments. Also, if you want to use it in your 4e campaign, that would be more than awesome. All I ask is you tell me how it goes.
Here is the full thing as it stands:
http://docs.google.com/Doc?id=dcgjm4fk_0dp2nwngs'
Edit:
Minions document: http://docs.google.com/Doc?id=dcgjm4fk_3d9vm34sq
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