Necromancers...Who else wants them?

What did you all think of the necromancer they made for Campaign workbooks?

Dungeons & Dragons Roleplaying Game Official Home Page - Article (Campaign Workbook: Kaius Dantus)

"A master of death and undeath, Kaius Dantus chooses not to animate bones and flesh in the pursuit of worldly power. Cowing his enemies with decaying muscles pulling taut over bones that grow ever more fragile is frivolous and unworthy of his effort. Dantus considers himself an explorer in the realm of necromancy—an artist with the animus—and he has greater designs than marching an army of the slain across the mortal continents. He looks outside the world for his goals."
 

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Felon, two things:

1. Power source. There's a power source tailor made for the necromancer -- and arcane/divine ain't it.
It is quite peculiar to hear someone say that, as the weight of D&D's history contradicts it. Arcane has always been the power source for necromancers--a wizard specialization--for all the previous editions. People's minds didn't seem to reject it for all of those decades. Moreover, in the current system the groundwork is already partially laid, as there are plenty of necromancy-themed spells in the wizard's arsenal. So clearly, the arcane power source is capable of channeling those dark forces.

The whole idea of making an entire class just to attach it to a more-fitting power source seems to be rather capricious. There's a lot of work to do to distinguish a class after attaching a spiffy new power source. Consider the monk, which was originally slated for the ki power source. The designers looked it over and wisely decided that power source wasn't sufficiently justified just because it "felt" more correct.

2. Features. The necromancer should be a pet class with summons, and at the moment, there are two pet classes (ok, one pet class, one pet build for an existing class) and neither have summons, or really, should. One could add an always-on pet build for wizards, which would probably be closest -- but should a necromancer really be an Int-primary class? Maybe...but I'd argue for Charisma, really.
The litmus test for making a new class or just attaching a build to a new one isn't purely arbitrary. Look at the assets that a wizard has and see how they sync up to the necromancer. For example, is it vital that necromancers have access to an implement that wizards don't? How essential is it that a necromancer use another ability score besides Int? Does the concept demand more than cloth armor? Are the appropriate types of damage represented (e.g. necrotic, cold, etc)? Taking away and adding class features is a pretty well-accepted practice, so that alone isn't a deal-breaker. And other than that, I'd say we have a lot of checked boxes under the wizard, so a new class is for the most part a big, fat copy-paste.

As to the whole "pet class" notion, being able to toss a daily spell that summons minons and keeps them around for the rest of the fight could do the trick. If you want to dig beyond the dailies, you can tap into utilities for additional summons, as was done in Arcane Power. It's not what some people yearn for--which is to have minions permanently on-tap--but that yearning is really just hearkening the status of the necromancer as iconic arch-villain. Of course it's hard to give up on the idea of a necromancer with thralls at all times, because as an arch-villain, he has mooks at his disposal. As a player character, he's part of a party, not a party unto himself. Gotta make adjustments for that.

Now, a ranger has a real perma-pet, and I have long thought would work for another striker who's already desperately in need of a damage boost--the warlock. Each of the extant warlock pacts seem to lend themselves easily to a subset of pets, and the other fundamentals (implements, available damage types, and so forth) also fit. How about this for a necromantic pact boon: when a cursed enemy dies, the necromancer gets to summon a mook on that spot?

In short, there's plenty of fine clay to work with here.
 
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I was wondering this myself. After a long absence from 4e(playing deadlands, SR4e, and mechwarrior)

I decided to peak back in and still no necromancer. I think it could easily fit under the wizard class kind of like the summoning wizard of Arcane Power, a few more necrotic spells, a conjuration or 2 and there you go. I don't even see arcane power 2 or PH 4 in the wizards catalog for this year and I am a bit surprised.

Are they planing on the necromancer for 5e or something? :) And no I am not saying 5e is around the corner, it just it looks like it will be at least 3 years of 4e before we can see a necromancer which is long time for something that is fairly iconic.
 

They ability to animate slain minions (as minions) could be interesting (sustain minor).
That's basically what I was suggesting back on page 2. A daily attack power with an effect that lets you summon a minion as a minor action for the rest of the encounter, with the restriction that you can only have so many at one time.
 

I for one do not want to see necromancers. While animating skeletons might not deal with the soul, it's still an evil act to me. I can see a build for wizards but I do not want a whole class. I will not buy the book that the class is in.
 

1E had the Death Master from Dragon Magazine

1E had the Death Master, from Dragon Magazine (Best of Dragon Magazine, Vol. IV, 1985) . I played one in an evil Dark Water type campaign and wow was it a blast!
 
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Arcane has always been the power source for necromancers--a wizard specialization--for all the previous editions. People's minds didn't seem to reject it for all of those decades. Moreover, in the current system the groundwork is already partially laid, as there are plenty of necromancy-themed spells in the wizard's arsenal. So clearly, the arcane power source is capable of channeling those dark forces.

Agreed. However the Arcane soruce has ice and fire spells so does that mean any sort of elemental source that comes later should be grouped to it?

Consider the Envoker mage as some kind of elementalist rather then an arcanist and you almost get the same arguement regarding the nercomancer and shadow.
 

I for one do not want to see necromancers. While animating skeletons might not deal with the soul, it's still an evil act to me. I can see a build for wizards but I do not want a whole class. I will not buy the book that the class is in.
Animating piles of bones is evil, but hacking and slashing monsters into piles of bones is heroic? Sorry, I don't buy it.
 

Agreed. However the Arcane soruce has ice and fire spells so does that mean any sort of elemental source that comes later should be grouped to it?
Possibly. No need to go run off making new power sources or new classes just for the sake of arbitrary distinctions. Arcane and primal both cover the manipulation of elemental forces. Creating an "elemental" power source is certainly unnecessary without some compelling idea behind it.

Consider the Envoker mage as some kind of elementalist rather then an arcanist and you almost get the same arguement regarding the nercomancer and shadow.
You mean the invoker? To some degree, sure. There's definite overlap. However, the guy does cover a different armor set, different implements, different skills, different damage types. It's different enough, I suppose, considering the hole left by the 4e cleric's abandoned legacy of calling down the wrath of the gods. Having had only one controller in the PHB, the bar for inserting a new one was pretty low. With each additional, it kinda jumps a little higher--or ought to anyway.

Where are all of the people who complained about elven subraces in 3e?
 

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