Keyword: Undead Minion. Encapsulates common rules.
At the end of turn, if an enemy is within range of the minion’s Secondary Attack, you grant the minion a Standard Action to attack that enemy
When an Undead Minion, attacks, if the minion has been created this turn and the target has not been attacked this turn yet, the attack gains Int damage.
Design note: This makes balancing long-term minions so much safer. It also makes it viable to have multi-minion attacks.
Necromancer feature
Once per turn, you can use a Minor Action to sustain a Summon power with Sustain Minor.
After an enemy drops to 0 HP in an encounter, your Undead Minions gain +1 Hit, +1 to defenses.
Necromancer
AW
Lesser Drain Life: R10, Int vs For, 1d4+Int and Partially Weakened UEONT, and gain Con SP.
General rules for necro summons: minion, base stats of caster, 1 HP. Attacks (using secondary attack) adj enemy at end of turn. Sustain Minor
Undead puppets.
If an enemy has been reduced to 0 HP this encounter, when you take a Move Action one of your Undead Summons can take a Move Action, too.
Summon Brittle Skeleton
Safe Ranged 3
H vs Arm, 1d4
Move 5, +3 Arm, +3 Reaction mod, can make OA, Sustain Minor
Upgrade L20: 2d4
Summon Decaying Zombie
Safe Ranged 3
H vs Arm, 1d6.
Move 3, Sustain Minor. Aura 1: Enemies in Aura grant Advantage against Shadow attacks and attacks from other Undead characters.
Upgrade L20: 2d6
Enc
Summon Ghoul
Safe Ranged 5
H vs For, 2d8, and Immobilised.
Move 6, +3 Arm, can make OA, Sustain Minor
Corpse Burst
Special: Requires an active Undead Summon
Close burst 2 centered on Undead Summon.
H vs Ref, 2d8+Int Shadow Damage. Miss: Half Damage.
Effect: the Undead Summon is destroyed
Grasping Hands
Area 10 Burst 1
Effect: Create a zone in Burst with Zone Damage: Con (Shadow), Difficult Terrain, and Sustain Minor.
H vs Ref, 2d6+Int and Grabbed by the Zone
Daily:
Drain Life:
Reliable, R20, Int vs For. 3d4+Int. You gain SP equal to the damage dealt. Weakened until end of next turn. Aftereffect: Partially Weakened (save ends).
Special: If the target is reduced to 0 HP while Weakened or Partially Weakened by this power, regain 1 Stamina.
Summon Banshee
Safe Ranged 5.
Move 6 (Phasing), Half HP of caster, Insubstantial.
Close Burst 2 (enemies in Burst), H vs Will. 3d4, and Dazed until end of turn.
Upgrade 15: 5d4. Upgrade 25: 7dr
Undead Horde:
Safe Ranged 7. Up to 3 enemies in range.
Effect: Create three zombie minions, each adjacent to at least one of the targets. They have Move 3 and Death Trigger: Use Secondary Attack against an adjacent enemy. All minions created with this power have Sustain Minor (a single minor action sustains all minions)
H vs Arm, 1d4.
Upgrade L15: 5 minions. Upgrade L25: 7 minions
Abjurer:
Feature: You gain cover vs enemies in your zones.
AW
Thunderwave: Int vs For, Close Blast 3, d4+Int, and Push 2.
Rock Slide: Int vs Ref, R7 , d8+Int, and Wall 4 of Very Difficult terrain from adj. sq, Sustain(Minor)
Cloud of Daggers: Int vs For, d4+Int. Create a zone in a Burst 1 centered on that square. The zone has Wis Zone Damage (entering), and Sustain Minor.
Encounter
Stinking cloud: Area 10 Burst 1. Effect: Create a zone in burst until end of next turn. Characters are Hindered and grant Advantage while in the zone. The zone has Sustain Move (Move the zone 1). Int vs For. Hit: 1d6+Int Poison, and Slowed until end of turn.
Upgrade 13: Area 10 Burst 2. Upgrade 23: 3d6+Int Poison.
Shockwave: Close Burst 2 (enemies in burst). Int vs For. Hit: 1d6+Int, and Push 3. Miss: Push 1. Effect: Create a zone in burst until end of next turn. Entering the zone costs 2 additional squares of movement.
Upgrade 13: 2d6+Int. Upgrad 23: Close burst 3, and Push 4 on hit.
Lightning Wall: Area 7 Wall 4. Effect: Create a zone in Wall until end of next turn The zone has Zone Damage: 1d6+Int Lightning. Target: Creatures in zone or adjacent to zone. Int vs Ref. Hit: 1d6+Int
Daily
Wall of Fire: Area 10 Wall 6. Effect: Create a zone in Wall until end of the encounter. The zone is difficult terrain, and has Zone Damage: 1d8+Int fire. Target: Creatures in zone or adjacent to zone. Int vs Ref. Hit: 2d8+Int
Upgrade 13: 3d6+Int, Area 12 Wall 8. Upgrade 23: Area 15 Wall 10, Zone Damage: 2d8+Int.
Death Cloud: Area 20 Burst 2. Effect. Create a zone in burst until end of the encounter. The zone has Zone Damage: 1d8+Int Shadow. Until the end of the encounter, you can move the zone 2 squares as a Move Action. Int vs For. Hit: 1d8+Int Shadow, and Slowed until end of next turn.
Upgrade 13: 2d8 + Int Shadow. Upgrade 23: Area 20 Burst 3. Zone Damage: 2d8+Int.
Banishing Winds: Close Blast 5. Enemies in Burst. Int vs For. Hit: 3d4+Int, and Push 4. Miss: Push 2. Effect: Until the end of the encounter, once per turn you may Push 2 an enemy you have hit that turn as a Free Action.
Upgrade 13: 5d4+Int, and Push 5. Upgrade 23: Close Blast 7, 7d4+Int.
Util
Mystical Debris - AW: Square of Difficult Terrain
Illusionist
Feature
, gain Adv vs Dazzled enemies.
, Once per turn, when you hit an enemy with an Illusion attack with Advantage, that enemy is Dazzled until end of next turn.
AW
Ghost Ravens, Int vs Wil, Area 7 Burst 1, Int vs Wil, 1d4+Int, and Shocked until end of next turn.
Dazzling Lights. Int vs Ref, Ranged 10. 1d6+Int Radiant, and Dazzled (Save ends).
Phantom Warrior. Ranged 6, safe. Effect. Conjure a Phantom Warrior until end of next turn. It can flank with you and your allies. Squares adjacent to the Warrior are DT for your enemies. It has Sustain Minor. Make a Secondary Attack from the Warrior. Melee 1. Int vs Arm. 1d6+Int.
Phantom Beast. Safe Ranged 6. Conjure a large Phantom Beast until end of next turn. It can flank with you and your allies. Squares adjacent to the Beast are DT for your enemies. Make a Secondary attack from the Beast. Close Burst 1. Int vs Ref. 2d6+Int.
Wizard Builds:
Necromancer summon power guidelines:
Necromancer feature
Necromancer
Enc
Summon Ghoul
Corpse Burst
Grasping Hands
Daily:
Drain Life:
Summon Banshee
Undead Horde:
Abjurer:
Feature: You gain cover vs enemies in your zones.
AW
Encounter
Daily
Util
Illusionist
Feature
, gain Adv vs Dazzled enemies.
, Once per turn, when you hit an enemy with an Illusion attack with Advantage, that enemy is Dazzled until end of next turn.
AW
Phantom Beast. Safe Ranged 6. Conjure a large Phantom Beast until end of next turn. It can flank with you and your allies. Squares adjacent to the Beast are DT for your enemies. Make a Secondary attack from the Beast. Close Burst 1. Int vs Ref. 2d6+Int.
Imposing Visage. Close Blast 5, push 3
Friends to Foes