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A Dread Necromancer is a [[necromancer]] who's more of a necromancer than other necromancers. In fact, other necromancers wish they were as much of a necromancer as a dread necromancer.  They also sometimes wear dreads. I ''dread'' to think that this is all anyone could come up with for this class... {{BLAM|'''*BLAM!* Levity is heresy in optimization!'''}}
A Dread Necromancer is a [[necromancer]] who's more of a necromancer than other necromancers. In fact, other necromancers wish they were as much of a necromancer as a dread necromancer.  They also sometimes wear dreads. I ''dread'' to think that this is all anyone could come up with for this class... {{BLAM|'''*BLAM!* Levity is heresy in optimization!'''}}


Seriously, kids, Dread Necromancer is considered by and far the actual way you create an optimized necromancer for 3.5.  It basically gets nothing but good shit for class abilities/spells, and there's a million ways to break it in half.  This class and Archivist are pretty much the best parts of Heroes of Horror; while Archivist leads to some truly broken shit (as in some Tier 0 table-flipping bullshit that doesn't even take a lot of work to figure out), Dread Necromancer is basically more "civilized" because it won't really break a game so much as make sure that you get to play the kind of necromancer that dozens of supplements from 2nd edition to 2.5 have tried - and largely failed - to deliver on.
Seriously, kids, Dread Necromancer is considered by and far the actual way you create an optimized necromancer for 3.5.  It basically gets nothing but good shit for class abilities/spells, and there's a million ways to break it in half.  This class and [[Archivist]] are pretty much the best parts of [[Heroes of Horror]]; while Archivist leads to some truly broken shit (as in some Tier 0 table-flipping bullshit that doesn't even take a lot of work to figure out), Dread Necromancer is basically more "civilized" because it won't really break a game so much as make sure that you get to play the kind of necromancer that dozens of supplements from 2nd edition to 2.5 have tried - and largely failed - to deliver on.


==Basics==
==Basics==
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The first difference is that a dread necro gets a Goddamn fuckhuge list of class abilities.  As in, they get some shit '''every fucking level'''.  This is one of the few classes in all of 3.5 that doesn't have empty levels, and it's not even like the abilities they get are shit.  No, dread necro gets good stuff every level.  Okay, Fear Aura isn't stellar, but it's better than nothing, and you even get it at a level that makes it pretty effective (i.e. chases off little mooks, leaving BBEGs ripe for the taking).
The first difference is that a dread necro gets a Goddamn fuckhuge list of class abilities.  As in, they get some shit '''every fucking level'''.  This is one of the few classes in all of 3.5 that doesn't have empty levels, and it's not even like the abilities they get are shit.  No, dread necro gets good stuff every level.  Okay, Fear Aura isn't stellar, but it's better than nothing, and you even get it at a level that makes it pretty effective (i.e. chases off little mooks, leaving BBEGs ripe for the taking).


I mean, Jesus, look at the 1st-level ability Charnel Touch.  Christ, it's negative energy touch damage on command.  Sure, you're BAB kind of sucks... but touch attacks bypass about %50 of the shit you'd have to worry with on AC, and there's delicious ways to boost your attack roll (which we'll cover later).  Oh, wait, negative energy also heals all undead.  And your class is meant to make undead minions to aid you in combat.  So... unlimited healing of undead? Yes, please.
I mean, Jesus, look at the 1st-level ability Charnel Touch.  Christ, it's negative energy touch damage on command.  Sure, your BAB kind of sucks... but touch attacks bypass about 50% of the shit you'd have to worry with on AC, and there's delicious ways to boost your attack roll (which we'll cover later).  Oh, wait, negative energy also heals all undead.  And your class is meant to make undead minions to aid you in combat.  So... unlimited healing of undead? Unlimited healing that can include yourself with Tomb Tainted Soul or somehow becoming undead? Yes, please!


But it just gets better.  You get Rebuke Undead, which is fucking stupid for you.  Not only can you just steal other necros' undead from them and they can't do much of shit about it (unless they also have Rebuke), but you now get access to Divine Metamagic bullshit that is usually reserved for CoDzillas.  Never mind that Liber Mortis and a few other tasty supplements give you ways to bolster your undead even more with your Rebuke.
But it just gets better.  You get Rebuke Undead, which is fucking stupid for you.  Not only can you just steal other necros' undead from them and they can't do much of shit about it (unless they also have Rebuke), but you now get access to Divine Metamagic bullshit that is usually reserved for [[CoDzilla]]s.  Never mind that Libris Mortis and a few other tasty supplements give you ways to bolster your undead even more with your Rebuke.


This is all at 1st level, guys.  Level fucking 1.
This is all at 1st level, guys.  Level fucking 1.
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And just like that, you are a Goddamn supervillain.
And just like that, you are a Goddamn supervillain.


==Advanced Builds==
==Making It Work==


Honestly... there's not a hell of a lot to do here. If you dip out, you miss out on bonus Charnel Touch damage/healing and Rebuke per-days. So you need to be very clear about why you DON'T want to go all the way with this bad bitch.
===Prestige Classes===
You can stick with Dread Necro all the way to 20 without trouble, but before setting course that way, you should decide if you want to actually be a lich, or just make yourself into some other kind of undead thing. There's nothing "bad" about lich by itself, but if you actually plan to play past level 20 into epic shit, you should be aware that lich adds a positively hideous +4 LA on your ECL. That means you lose 4 character levels other folks are getting, and all lich really gives you are slight bonuses to your mental stats, some good defense, and a few offensive options. By contrast, as early as level 3 or 4, you can basically take a level lost and some XP lost to become a necropolitan (Liber Mortis) and get all the fun of being undead without any LA.


One reason not to stick it out is pretty compelling: lich isn't necessarily the "best" undead package for you.  Why?  Because as early as level 3 or 4, you can become a necropolitan (LM pg. 114) which enjoys a lot of tasty undead benefits (along with great bonuses like automatic slow healing per-day like the living, and Turn Resistance which is clutch to avoid problems with do-gooding clerics), and doesn't affect your Level Adjustment in the slightest.  If you do this early enough, you basically just spend a few thousand XP to become undead and then it's full XP ahead: you'll be a half-step behind the rest of the party.  In fact, necropolitan isn't even expressly Evil: they crucify themselves to become undead, and do not have any unnatural hungers for blood, flesh, level-drain, etc. Unless the DM makes an issue of it, being a necropolitan is basically the most party-friendly kind of undead you can become.
(Side note: Necropolitan is one of the least overpowered undead packages you can get: no crazy abilities, no debilitating hunger stuff, you're just a sentient corpse with turn resistance who can actually get healing from rest like a regular person. Note you can't have it both ways with Dread Necro: the mechanic of becoming a lich at level 20 means it overwrites and supercedes your necropolitan template (unless you're playing as a nonhumanoid race). So no self-healing and all that LA. Most optimizers say "fuck being a lich" and go find four levels of something fun to do.)


Note you can't do both things.  If you go to dread necro 20, you become a lich due to the mechanics.  You overwrite your necropolitan package, which means no self-healing over time.  Fuuuuu...
Past that, there's only a few really great options to take in terms of prestige classes.


Lich isn't "bad", don't get it wrong. They get a slight bonus to all mental stats and some great defenses along with nice offenses. But at +4 LA, it's just not worth comparing to getting four more levels of... well, anything, kind of.  Heck, if you know you're going to at least 20 and maybe a few levels beyond, you can easily find some classes that have Cha synergy and/or boost your abilities.
The best one to take on top of Dread Necro with nothing extra is Pale Master. Now, you don't get any Rebuke Undead advancement, and you miss some really fun stuff in the upper levels of Dread Necro that may not be worth it to you. But you do get some pretty neat advantages. You get a per-day animate dead that doesn't require material components, which by itself is pretty fucking good; if you plan to have a nice, big undead army, this is the way to do it for free. The other great things are the undead graft, which gives you even more crazy touch-attack stuff to do. Other bonuses you get are darkvision, deathless vigor (nice Fort bonus except against spells that also work on objects), and tough as bone. The best thing here? Deathless master's touch, which allows you to create zombies that aren't subject to your normal cap on the HD of undead minions you can have. Yes, this does in fact mean you can create armies of weaker zombies, put them up somewhere, and then call upon them when needed, backing up your actual decent minions when it's time to go ham on some fuckers. One big disadvantage here is, you don't advance Rebuke Undead at all, so think carefully before doing this one, because you will have to put in all the work of making undead without simply stealing them from other necromancers when you find them (which is a ''delightful'' way to mess with certain BBEGs). With this build, you just go Dread Necro 10 / Pale Master 10, though you could drop Dread Necro to 8 if you want to play with more multiclassing.


So yeah, keep your status as undead in mind as we talk about some options for your career.
Another good option without getting crazy with multiple classes is Fiend-Blooded. It's not as "pure" necromancy as Pale Master, but it's still actually really decent. The 10th-level capstone is worth the loss of spellcasting, because you get a pretty big stat boost along with a few other goodies. Special note here, Fiendish Sorcery is like the regular Advanced Learning you get, except you can add any fire-subtype, enchantment, illusion or necromancy spell. This is fucking great, because it means you can add in a lot more spells you may want for special builds or situations. Want to dip Mindbender for telepathy (and the delicious Mindsight feat from Lords of Madness)? Cool, build Dread Necro 8 / Fiend-Blooded 2 / Mindbender 1, then finish off the rest of Fiend-Blooded and a spare level of Dread Necro or whatever.


The first and most obvious choice of prestige class is Pale Master.  In fact, it's a pretty good fucking choice of career for a dread necro: its abilities dovetail nicely with the dread necro.  The first level is shit: no spellcasting progression, no bonus anything, just a couple of paltry hit points and skill points.  But after that, it's golden with class abilities and spellcasting every level. In fact, the first thing you get is per-day ''animate dead'' as an SLA, meaning you can create permanent minions without cost.  Darkvision and deathless vigor are swell, giving you better perceptions as well as a Fort save bonus that will almost always apply to stuff; your ''control undead'' ability, in contrast, is weak and silly. Undead armor affinity is conditionally good: if the DM lets you further customize the Undead Armor items listed in the book with additional item enhancements, then do so and enjoy, otherwise just stick to mithral medium armor and customize it.  But undead graft and deathless mastery are really great.  The graft gives you an additional source of touch attacks, and at 10th level this includes the ability to kill someone and turn them into a zombie under your control... beyond your usual limits on undead minions.  So you could, with patience and time, just animate the shit out of hundreds of minions, bury the fuckers, and wait until you need to whip out an army of zombies, backed up by your other-other undead minions (the really good ones with a HD cap), plus other shit as you come up with it. Best part here is, you can either go undead or not, because your pale master 10 ability makes you quasi-undead with loads of immunities but you can technically still be alive.  Note that you WON'T get Rebuke progression with this, but with unlimited no-cost animate dead and literally endless zombies, it's a moot point; use Rebuke for DMM shenanigans or Profane stuff.
If your DM is either retarded enough or likes you enough to let you visit the Hidden Jungle Temple of Couatls before you hit level 11, then you're in for a giant pile of cheese, because this opens up the [[Rainbow Servant]] prestige class. Levels 1-9 of this class aren't terribly impressive; they'll give you some cleric domains and gay rainbow wings, and they'll only advance your Dread Necromancer spellcasting progression by 6 levels. But the capstone ability makes it all worth it: "A 10th-level rainbow servant can learn and cast spells from the cleric list, even if they don’t appear on the lists of any spellcasting class he has." When stacked on top of a bard, sorcerer, wizard, or other fairly conventional arcane caster, it doesn't teach any spells retroactively; the player must continue advancing in their original caster class in order to actually ''learn'' any cleric spells. The Dread Necromancer, however, automatically knows every spell on its class spell list - or, in this case, ''lists'' - so once you hit Rainbow Servant 10, the entire goddamn Cleric spell list just gets dumped straight into your tiny Necromancer brain, allowing you to spontaneously cast from it like a Favored Soul hopped up on methamphetamine and Viagra


Another very cool and interesting option is Fiend-Blooded, also from Heroes of Horror.  It's not as "pure" necromancy as the Pale Master, but it's honestly not bad at all.  The capstone at 10 is a little worth the drop in spellcasting, since you'll still get to 9th-level spells, and it gives you a nice little mix of abilities.  Of special note, you get a better form of advanced learning, letting you put fire-subtype, enchantment, illusion, or necromancy spells in your list; this allows you to get some neat things like ''blast of flame'' (a conjuration spell from Spell Compendium that allows no SR), or some good illusions like (''greater'') ''mirror image''.
(Why do you need cleric spells? First off, they are jam-packed with buffs that turn you from a bad-BAB fuckstain into a walking fucking war-machine; ''divine power'', ''righteous might'', ''magic vestment'', and a few other buffs allow you to turn into a strangely effective stick-jockey. Second, there's several spells in there to turn your ordinary necromancer's lair into a fucking deathtrap that will stop any meddling kids from messing with you. Oh, and also you can use items that the party cleric can, which should make you really fucking popular if shit goes wrong. Christ, you can even ''resurrect'' people, if needed.)


Now.  This is all if you're strict dread necro.  But what if you want to mix things up with even more classes?
Want to get trickier and more powerful? Of course you do, you filthy bitch.


Dread necro, warlock, and eldritch theurge are amazing together. The synergy with spellblast and eldritch spellweave allow you to really do some bullshit attacks at range, where the choice is "die quickly" or "die MORE quickly". The basic choices are dropping area effects on eldtrich blast targets, or eldritch essences to targeted spells. But the real trick here is that you advance your eldritch blast and your spellcasting simultaneously.  Granted, you don't get all the fun of dread necro abilities, but invocations more than make up for that, especially when you get stuff like ''baleful utterance'', ''fell flight'', ''flee the scene'', and ''chilling tentacles''.
One of the most powerful builds you can probably do is the Ur-Priest / True Necromancer build. It's pretty disgusting; a DM may not flip the table, but he might chuck a book your way. It works like this: you need to start with a high Wis and Cha, trying to get to 20 in both of them (or at the very least 19, so you can actually cast the spells you get access to). Go Dread Necro 8 (for Undead Mastery), then dip Ur-Priest 2 for 2nd level spells. Now you qualify for True Necromancer, which is basically the super-charged Necromancy Mystic Theurge. You need to take True Necromancer 10 to get your 9th-level cleric spells from Ur-Priest, but don't even fret over that: like Dread Necro, True Necro gets shit every level to make up for any problems you might have had otherwise. You get ''create'' (''greater'') ''undead'' as SLAs, but sadly still need to pay for the components. However, this build fully advances your Rebuke Undead ability (all classes involved get it, so all contribute to it). In addition, True Necro gives you caster level boosts to all your necromancy spells/SLAs and Rebukes, and you even get a ''desecrate'' aura that penalizes turn undead and buffs your own undead with more attack, damage, saves, and hp. While the free ''animate dead'' of Pale Master is spiffy, the only really good undead you will ever create will be from ''create'' (''greater'') ''undead'', so it's a little bit of a moot point.


There's also another good option here that could be worth it: ur-priest and true necromancer.  Ur-priest gives you rebuking and full cleric-style spellcasting, both of which are killer for a dread necro.  True necromancer allows you to advance both arcane and divine spellcasting, and You do it by going dread necro 8 / ur-priest 2 / true necromancer 10. You do lose on your necro abilities, but what you get is two sources of 9th-level spells, and with ur-priest you get to select whatever spells you actually want. Best part is, you don't actually gimp your dread necro spellcasting that bad; you loose only 2 levels of progression, but full rebuke ability.  Some of the true necro abilities are also pretty good to mix in with dread necro by that point: you get bonus caster level for rebuking and necromancy spells/SLAs, and a radius ''desecrate'' effect (which makes it harder to turn undead, and gives undead bonuses to attack, damage, saves, and hit points).  You even get a per-day ''create'' (''greater'') ''undead'' at various levels, so you don't have to blow a spell to make yourself a good minion.
If you don't care as much about having undead mastery, you can do a Dread Necro 7 / [[Warlock]] 3 / [[Eldritch Theurge]] 10 build. This one is tricky because the invocations you get to shore up your necro abilities. For least invocations, take ''baleful utterance'', ''eldritch spear'', and ''entropic warding''; for lesser invocations, take ''eldritch chain'', ''flee the scene'', and ''walk unseen''; for your greater invocations, get ''chilling tentacles'' and ''vitriolic blast''. The big play here is to use spellblast to drop area spells in your list on target, use eldritch spellweave to put ''vitriolic blast'' on targeted spells (so that they do acid damage and bypass SR), and use greatreach blast to drop ''inflict'' and other touch spells directly on choice targets. Note that fiendish resilience will work on you even if you're undead, so enjoy the increased heal rate, as well as the nice bit of DR you pick up to avoid getting punked down too easily. You shouldn't take ''fell flight''; there are more and better ways to get flight for a Dread Necro.


Good dip PrCs are Fatespinner, Mindbender (if you can get a ''charm'' spell into your list, don't forget to get Mindsight later), Abjurant Champion (it's not strictly "optimal" because it doesn't do shit for necromancy, but some guys want to gish everything, so...) and/or Spellsword.
===Feats===
Since it takes a while to get up in level to actually do some useful stuff, you'll need to find some good bread-and-butter feats that will always be useful right off the bat.  Improved Initiative, Extra Turning (for your Rebuke ability), and even Profane Lifeleech (Libris Mortis, light area damage that heals you even if you're undead) are all great feats you can use your whole career.  Necromantic Presence and Necromantic Might (both in Libris Mortis) are really clutch: they work with the ''summon undead'' spells, or your regular minions, whatever you have near you, and on top of that the feats have no requirements to get them.  Versatile Spell (Races of the Dragon) is never bad, either; you can blow all your lower-level slots for your big killing spells more often.


Time to talk feats nowArcane Strike is, in fact, a good choiceNot only will it help you land your touch attacks easier, but they'll hit even harder.  Consider getting both Arcane Strike and Improved Unarmed Strike, possibly even Superior Unarmed Strike (Tome of Battle) so you can be some kind of fucked-up "Necro Fu" guy.  You can even do this as an eldrtich theurge or a true necromancer: burn your arcane slots for bonuses, use your invocations or divine spells for buffs and other stuff.
Once you hit about level 9, you should be getting (or near to getting) ''animate dead'', meaning it's time to get serious about making minionsGrab Corpsecrafter, Bolster Resistance, and Nimble Bones (all from Libris Mortis).  These three feats are really basic and good: more Str, more turn resistance, and more initiative and movementYour minions will just be better overall with these feats, and since not all your minions will benefit from them right away, don't hesitate to send them off to die as you get a new feat to improve your next batch.


Of course, getting into melee could be considered a bad idea, and for good reason: dread necros aren't exactly the beefiest peoplePlus, let's not forget, the point is to create minions to do the bulk of your fighting for you.  So, consider going with Divine Metamagic, and stuff like Quicken Spell, Silent/Still Spell, or even Heighten Spell (which makes the spells "effective" level higher; for example, you make a 2nd level spell count as if it were a 3rd or higher level spell)Heighten is neat because it makes it harder to resist the spell, and it can also overcome a lot of special protections that stop spells of a certain level or lower.  Reapeat and Twin spell are also great choices there.  Get Sanctum Spell for your big ritual stuff, like creating undead or even ''planar binding'' spells.
If you're more interested in spellcasting, you can grab Divine Metamagic and turn your Rebukes into metamagic boostsGood options are Quicken, Rapid, Extend, Persistent, Repeat, Twin, Enlarge, Silent, and Still.  Note you can't really do all these things; pick either faster casting, making them last longer, doubling the spells you cast, or being stealthy with your spellsIn addition, you'll probably want to take more Extra Turning feats if you can, to have enough juice for these spells.


Another great choice are the feats in Liber Mortis.  Corpsecrafter and the subsequent feats under it can be great: bonus Str, hp, turn resistance, natural armor, even initiative and movement bonuses, all are great for hordes of minions meant to whittle away at enemies.  Necromantic Presence/Might are also great, giving bonuses to any undead you have control of, even if you didn't create them.  If you don't want to become undead (but why wouldn't you?), consider taking Tomb-Tainted Soul and the other spells under itIf your DM is stupid enough to let you get Undead Leadership, cackle maniacally as you win the entire game; the cohort and followers do not count against created undead you makeProfane Vigor is a useful burst-heal for your minions around you.  By far, Fell Drain is the best feat in this book, since negative levels are a quick way to solidly fuck most opponents over.  Fell Animate is a fun one: use it to wipe out mooks and then turn them into minions under your control.  Enervate Spell is pretty good, too, but since it costs the same as Fell Drain (which is more than arguably better in most ways), it's considered an inferior feat.  If you decided to become undead early, take Improved Turn Resistance just in case, and Positive Energy Resistance to avoid the unpleasant encounter with a goody-two-shoes cleric. Lifesense is interesting to take. Lifebond is only useful with a living ally, but taking it with a fellow PC can lead some very interesting role-playing.
If you'd like to do more damage with your inflict spells, you'll probably wand Black Lore of Moil (Complete Arcane) which lets you spend money on things that permit you to boost those spells.  You can do this in advance and then decide later when you want the extra juiceFor more damage, Empower and Maximize Spell are good to use with Arcane Preparation to set up a few really strong spells for that crucial moment you become Uncle Bad Touch to the BBEG, and touch him in a bad place (i.e. his fucking soul).


Draconic Heritage stuff is technically feasible, but not as optimalMost of your dread necro spells are pretty fucking good; only constructs are your real bane. (Why not undead?  Because, you silly boy, you can use rebuke/command against them!  If you like someone's minion, may as well take it from them before they die...) With constructs, you let your fellow PCs help you out, or if you're just a complete emo who can't depend on others for help, send in your properly-armed undead minions (that's what they're there for, after all) or some planar beings you bound to service (also something you can do, similar to a wizard)Still, the draconic stuff isn't bad by a long shot, but overall not "as good" as other things.
If you want to be great at delivering touch spells, there's a few feats that can actually help a lot with thatArcane Strike (Complete Warrior) lets you sack spell slots for better attack and damage bonuses, and these will stack when delivering a touch spell as part of an unarmed strike. Improved Unarmed Strike allows you to not suffer AoOs when doing this, and Superior Unarmed Strike (Tome of Battle) lets you increase your unarmed damageThese things all added together mean that, if you dump some high-level magic into the strike, you could deliver a pretty massive blow to most living things.  Note that Charnel Touch can't be used this way, due to it's status as a supernatural effect and the specific way it is usedMixed up with the damage boosting listed above, you could actually become a really fucked-up "Necro Fu" build that focuses on devastating attacks against living opponents.


Items are pretty self-explanatory: anything that helps your creation, control, and buffing of undeadBut here's the funny thing: you're not really here to buy items only for yourself.  Instead, look to spend some of your wealth on good gear for your best minions.  Armor, weapons, and other stuff can turn you boys from road-kill for the BBEG into the actual things bringing them down.
As with duskblades, the Draconic Heritage feats are also very interesting for dumping spell slots into more useful attacks or abilities, for situations where necromancy simply can't get the job done.  However, these feats aren't quite as strictly useful to a Dread Necro as crafting stronger minions and doing more damage with spell attacksIn general, you can find alternatives to deal with constructs, and undead aren't nearly as big a problem for you (''command undead'', ''halt undead'', ''undeath to death'', and ''control undeath'' all say "no", and if you find something that's really fun you can just Rebuke/Command it).


The best undead to make are bone or corpse creatures (Book of Vile Darkness, uses ''create'' (''greater'') ''undead''); dread warriors (Unapproachable East, requires you go to add ''animate dread warrior'' to your spell list); nightmares (because they get to keep their awesome flight ability even when animated as mindless skeletons); zombie dragons (they keep a weakened version of their breath weapon); giants (as combat mooks). Don't underestimate having a few weaker minions to do chores and stuff; kobold skeletons are delightfully spooky and cute!
If you have [[Dragon Magazine|Dragon Compendium]] you can take bloodline feats since you're a spontaneous arcane caster. These give extra spells known at each level, and you can take multiple. Normally this comes at the cost of losing opposed spells, but so long as you don't select Fey or Plant, you won't have any to lose.


Remember, your biggest strength is what you create and/or summon, not just your own powersUse your abilities to enhance and boost your minions, and proof them against various kinds of destruction, and you'll go farIf you loose minions, "live off the enemy" and create new minions from your defeated foes.
===Items===
There's two things a Dread Necro needs to considerNot only do they need to think of items that help them personally, but they should also consider equipping their best minions so they are also more effective in combatLowly skeletons may dress in leftover Medium armor and weapons you stole from orcs and kobolds and shit, but your dread warrior human barbarian / ranger needs a little love and attention there.


Being a dread necro means never running out of friends willing to help you out...
Personal items start with defense, because let's face it, you ain't got shit for hit points as a Dread Necro.  Now, you may wish to start off with armor, because truthfully it's cheaper and easier to deal with than waiting on expensive robes and such.  However, once you actually get the money, go for ''vest of the archmagi'': you get the best armor and saving throw bonuses, as well as recalling arcane spells and blowing spells for healing (which will also work on you if you're undead).  You can then either wear armor for the enhancements you can't get elsewhere (as well as an armor crystal for surviving on other planes or whatever), or you can get a really good Body slot robe that does something extra you need (''ghost shroud'', ''robe of mysterious conjuration'', ''shadow veil'', ''shroud of scales'', ''robe of blending'', ''robe of eyes'', etc.).
 
For your weapon, you will probably want to do a custom-made runestaff with some good weapon enhancements.  For spells, consider ''greater mighty wallop'' (Races of the Dragon, and a phenomenal spell for bludgeoning stuff like staves), ''wraithstrike'' (Spell Compendium), ''nerveskitter'' (Spell Compendium), and ''greater magic weapon''.  For enhancements, get +1 Spell Storing on both ends, and add Warning to one end.  Put a wand grip in the staff (Dungeonscape) and add a ''wand of ray of enfeeblement'' to soften up tougher enemies at range before closing to melee.  With this weapon, you should win most initiative checks, do a metric butt-load of bludgeoning damage to foes (no need to overcome DR when you're rolling 7d6 or more damage per hit), and you can hit incorporeal targets you need to hit.  For spell storing, borrow a rod to Maximize an ''inflict'' spell, then discharge as needed.
 
Other items are on a case-by-case basis.  If you became undead, get a ''ring of positive protection''; if you're still living, get a ''ring of negative protection''.  ''Ring of universal energy resistance'' is very important, because you don't get any spells for this kind of protection; likewise, you want a ''mantle of spell resistance'' as soon as you can afford to get it. 
 
For minions, there are three rods you want to look at.  ''Nighstick'' (Liber Mortis) actually gives more Rebukes per day, and is so cheap you can buy a million of them and use as needed.  ''Rod of undead mastery'' (Magic Item Compendium) is truly great: you can control double the HD of undead as normal, meaning you can take this rod on adventures to acquire extra minions for that adventure while leaving your very choice ones back home if you need to.  ''Scepter of the netherworld'' (Magic Item Compendium) is equally as good, since you can Rebuke undead at a higher level.  If your DM is kind, see if you can pay the extra cost to combine these last two rods, or possibly add them to the ends of the above runestaff.  After buying all your other equipment, dump your money into more nightsticks until you can't afford them anymore, and just pull them out as needed to get more Rebuking done.  Get a ''darkskull'' as well, if you run into a lot of positive-energy types like clerics or celestial beings.
 
You benefit from an ''artificer monocle'', because you get ''detect magic'' on the spell list.  Metamagic rods may be more useful than trying to get the feats, especially if you only need to juice up only one or a few spells each day.  A ''rod of absorption'' is a great choice when fighting enemy spellcasters. Additional runestaffs and eternal wands will cover utility spells. Rainment of the Four (''Magic Item Compendium'') will add a few utility spells to what you can cast.


{{D&D3-Classes}}
{{D&D3-Classes}}

Latest revision as of 22:16, 20 June 2023

A Dread Necromancer is a necromancer who's more of a necromancer than other necromancers. In fact, other necromancers wish they were as much of a necromancer as a dread necromancer. They also sometimes wear dreads. I dread to think that this is all anyone could come up with for this class... *BLAM!* Levity is heresy in optimization!

Seriously, kids, Dread Necromancer is considered by and far the actual way you create an optimized necromancer for 3.5. It basically gets nothing but good shit for class abilities/spells, and there's a million ways to break it in half. This class and Archivist are pretty much the best parts of Heroes of Horror; while Archivist leads to some truly broken shit (as in some Tier 0 table-flipping bullshit that doesn't even take a lot of work to figure out), Dread Necromancer is basically more "civilized" because it won't really break a game so much as make sure that you get to play the kind of necromancer that dozens of supplements from 2nd edition to 2.5 have tried - and largely failed - to deliver on.

Basics[edit]

On the surface, a dread necro is an Cha-based arcane caster with shitty BAB, good Will saves, hit points like a bard, and poor amounts of skill points. They get light armor and can cast in it, and they get all simple weapons plus a martial weapon of choice (greatsword if you're going full optimization, flail or scimitar for style+optimization, and scythe if you want to look cool but be absolute shit in combat). They look a lot like a kind of sorcerer, but there's two differences that make them superior.

The first difference is that a dread necro gets a Goddamn fuckhuge list of class abilities. As in, they get some shit every fucking level. This is one of the few classes in all of 3.5 that doesn't have empty levels, and it's not even like the abilities they get are shit. No, dread necro gets good stuff every level. Okay, Fear Aura isn't stellar, but it's better than nothing, and you even get it at a level that makes it pretty effective (i.e. chases off little mooks, leaving BBEGs ripe for the taking).

I mean, Jesus, look at the 1st-level ability Charnel Touch. Christ, it's negative energy touch damage on command. Sure, your BAB kind of sucks... but touch attacks bypass about 50% of the shit you'd have to worry with on AC, and there's delicious ways to boost your attack roll (which we'll cover later). Oh, wait, negative energy also heals all undead. And your class is meant to make undead minions to aid you in combat. So... unlimited healing of undead? Unlimited healing that can include yourself with Tomb Tainted Soul or somehow becoming undead? Yes, please!

But it just gets better. You get Rebuke Undead, which is fucking stupid for you. Not only can you just steal other necros' undead from them and they can't do much of shit about it (unless they also have Rebuke), but you now get access to Divine Metamagic bullshit that is usually reserved for CoDzillas. Never mind that Libris Mortis and a few other tasty supplements give you ways to bolster your undead even more with your Rebuke.

This is all at 1st level, guys. Level fucking 1.

After that, it just keeps getting better. You slowly start to turn into a lich yourself, gaining DR and fortification (i.e. protection from crits), until you cap off as an actual, factual lich at 20. (Note that this isn't always optimal, but we'll cover that later.) You also start getting enhancements to your Charnel Touch, adding disease and eventually negative levels (not permanent, but still). Negative energy burst to hurt the living and heal your undead; advanced learning to add any cleric or wizard necromancy spell you don't already have to your own list; a familiar which is automatically an improved version over the usual shit (and can deliver your Charnel Touch for you); you even get to control more undead based on your Cha bonus, so you can have more (bigger) minions.

Second to your class abilities is your spell list. You don't get any 0-level stuff (boo), but you get as many spontaneous spell slots as a sorcerer (yay). You don't get to pick your spells (boo), but you automatically know EVERY SPELL of a given level you can cast (lolwut?), and they are a mix of some of the more ridiculous necromancy spells from both arcane and divine sources. You also get access to a few new things from Heroes of Horror like the summon undead variants, allowing you to temporarily shore up your more permanent minions with some cheap, disposable mooks. Oh, also, you get several good touch spells, and you can use spectral hand to deliver Charnel Touch at range.

And just like that, you are a Goddamn supervillain.

Making It Work[edit]

Prestige Classes[edit]

You can stick with Dread Necro all the way to 20 without trouble, but before setting course that way, you should decide if you want to actually be a lich, or just make yourself into some other kind of undead thing. There's nothing "bad" about lich by itself, but if you actually plan to play past level 20 into epic shit, you should be aware that lich adds a positively hideous +4 LA on your ECL. That means you lose 4 character levels other folks are getting, and all lich really gives you are slight bonuses to your mental stats, some good defense, and a few offensive options. By contrast, as early as level 3 or 4, you can basically take a level lost and some XP lost to become a necropolitan (Liber Mortis) and get all the fun of being undead without any LA.

(Side note: Necropolitan is one of the least overpowered undead packages you can get: no crazy abilities, no debilitating hunger stuff, you're just a sentient corpse with turn resistance who can actually get healing from rest like a regular person. Note you can't have it both ways with Dread Necro: the mechanic of becoming a lich at level 20 means it overwrites and supercedes your necropolitan template (unless you're playing as a nonhumanoid race). So no self-healing and all that LA. Most optimizers say "fuck being a lich" and go find four levels of something fun to do.)

Past that, there's only a few really great options to take in terms of prestige classes.

The best one to take on top of Dread Necro with nothing extra is Pale Master. Now, you don't get any Rebuke Undead advancement, and you miss some really fun stuff in the upper levels of Dread Necro that may not be worth it to you. But you do get some pretty neat advantages. You get a per-day animate dead that doesn't require material components, which by itself is pretty fucking good; if you plan to have a nice, big undead army, this is the way to do it for free. The other great things are the undead graft, which gives you even more crazy touch-attack stuff to do. Other bonuses you get are darkvision, deathless vigor (nice Fort bonus except against spells that also work on objects), and tough as bone. The best thing here? Deathless master's touch, which allows you to create zombies that aren't subject to your normal cap on the HD of undead minions you can have. Yes, this does in fact mean you can create armies of weaker zombies, put them up somewhere, and then call upon them when needed, backing up your actual decent minions when it's time to go ham on some fuckers. One big disadvantage here is, you don't advance Rebuke Undead at all, so think carefully before doing this one, because you will have to put in all the work of making undead without simply stealing them from other necromancers when you find them (which is a delightful way to mess with certain BBEGs). With this build, you just go Dread Necro 10 / Pale Master 10, though you could drop Dread Necro to 8 if you want to play with more multiclassing.

Another good option without getting crazy with multiple classes is Fiend-Blooded. It's not as "pure" necromancy as Pale Master, but it's still actually really decent. The 10th-level capstone is worth the loss of spellcasting, because you get a pretty big stat boost along with a few other goodies. Special note here, Fiendish Sorcery is like the regular Advanced Learning you get, except you can add any fire-subtype, enchantment, illusion or necromancy spell. This is fucking great, because it means you can add in a lot more spells you may want for special builds or situations. Want to dip Mindbender for telepathy (and the delicious Mindsight feat from Lords of Madness)? Cool, build Dread Necro 8 / Fiend-Blooded 2 / Mindbender 1, then finish off the rest of Fiend-Blooded and a spare level of Dread Necro or whatever.

If your DM is either retarded enough or likes you enough to let you visit the Hidden Jungle Temple of Couatls before you hit level 11, then you're in for a giant pile of cheese, because this opens up the Rainbow Servant prestige class. Levels 1-9 of this class aren't terribly impressive; they'll give you some cleric domains and gay rainbow wings, and they'll only advance your Dread Necromancer spellcasting progression by 6 levels. But the capstone ability makes it all worth it: "A 10th-level rainbow servant can learn and cast spells from the cleric list, even if they don’t appear on the lists of any spellcasting class he has." When stacked on top of a bard, sorcerer, wizard, or other fairly conventional arcane caster, it doesn't teach any spells retroactively; the player must continue advancing in their original caster class in order to actually learn any cleric spells. The Dread Necromancer, however, automatically knows every spell on its class spell list - or, in this case, lists - so once you hit Rainbow Servant 10, the entire goddamn Cleric spell list just gets dumped straight into your tiny Necromancer brain, allowing you to spontaneously cast from it like a Favored Soul hopped up on methamphetamine and Viagra

(Why do you need cleric spells? First off, they are jam-packed with buffs that turn you from a bad-BAB fuckstain into a walking fucking war-machine; divine power, righteous might, magic vestment, and a few other buffs allow you to turn into a strangely effective stick-jockey. Second, there's several spells in there to turn your ordinary necromancer's lair into a fucking deathtrap that will stop any meddling kids from messing with you. Oh, and also you can use items that the party cleric can, which should make you really fucking popular if shit goes wrong. Christ, you can even resurrect people, if needed.)

Want to get trickier and more powerful? Of course you do, you filthy bitch.

One of the most powerful builds you can probably do is the Ur-Priest / True Necromancer build. It's pretty disgusting; a DM may not flip the table, but he might chuck a book your way. It works like this: you need to start with a high Wis and Cha, trying to get to 20 in both of them (or at the very least 19, so you can actually cast the spells you get access to). Go Dread Necro 8 (for Undead Mastery), then dip Ur-Priest 2 for 2nd level spells. Now you qualify for True Necromancer, which is basically the super-charged Necromancy Mystic Theurge. You need to take True Necromancer 10 to get your 9th-level cleric spells from Ur-Priest, but don't even fret over that: like Dread Necro, True Necro gets shit every level to make up for any problems you might have had otherwise. You get create (greater) undead as SLAs, but sadly still need to pay for the components. However, this build fully advances your Rebuke Undead ability (all classes involved get it, so all contribute to it). In addition, True Necro gives you caster level boosts to all your necromancy spells/SLAs and Rebukes, and you even get a desecrate aura that penalizes turn undead and buffs your own undead with more attack, damage, saves, and hp. While the free animate dead of Pale Master is spiffy, the only really good undead you will ever create will be from create (greater) undead, so it's a little bit of a moot point.

If you don't care as much about having undead mastery, you can do a Dread Necro 7 / Warlock 3 / Eldritch Theurge 10 build. This one is tricky because the invocations you get to shore up your necro abilities. For least invocations, take baleful utterance, eldritch spear, and entropic warding; for lesser invocations, take eldritch chain, flee the scene, and walk unseen; for your greater invocations, get chilling tentacles and vitriolic blast. The big play here is to use spellblast to drop area spells in your list on target, use eldritch spellweave to put vitriolic blast on targeted spells (so that they do acid damage and bypass SR), and use greatreach blast to drop inflict and other touch spells directly on choice targets. Note that fiendish resilience will work on you even if you're undead, so enjoy the increased heal rate, as well as the nice bit of DR you pick up to avoid getting punked down too easily. You shouldn't take fell flight; there are more and better ways to get flight for a Dread Necro.

Feats[edit]

Since it takes a while to get up in level to actually do some useful stuff, you'll need to find some good bread-and-butter feats that will always be useful right off the bat. Improved Initiative, Extra Turning (for your Rebuke ability), and even Profane Lifeleech (Libris Mortis, light area damage that heals you even if you're undead) are all great feats you can use your whole career. Necromantic Presence and Necromantic Might (both in Libris Mortis) are really clutch: they work with the summon undead spells, or your regular minions, whatever you have near you, and on top of that the feats have no requirements to get them. Versatile Spell (Races of the Dragon) is never bad, either; you can blow all your lower-level slots for your big killing spells more often.

Once you hit about level 9, you should be getting (or near to getting) animate dead, meaning it's time to get serious about making minions. Grab Corpsecrafter, Bolster Resistance, and Nimble Bones (all from Libris Mortis). These three feats are really basic and good: more Str, more turn resistance, and more initiative and movement. Your minions will just be better overall with these feats, and since not all your minions will benefit from them right away, don't hesitate to send them off to die as you get a new feat to improve your next batch.

If you're more interested in spellcasting, you can grab Divine Metamagic and turn your Rebukes into metamagic boosts. Good options are Quicken, Rapid, Extend, Persistent, Repeat, Twin, Enlarge, Silent, and Still. Note you can't really do all these things; pick either faster casting, making them last longer, doubling the spells you cast, or being stealthy with your spells. In addition, you'll probably want to take more Extra Turning feats if you can, to have enough juice for these spells.

If you'd like to do more damage with your inflict spells, you'll probably wand Black Lore of Moil (Complete Arcane) which lets you spend money on things that permit you to boost those spells. You can do this in advance and then decide later when you want the extra juice. For more damage, Empower and Maximize Spell are good to use with Arcane Preparation to set up a few really strong spells for that crucial moment you become Uncle Bad Touch to the BBEG, and touch him in a bad place (i.e. his fucking soul).

If you want to be great at delivering touch spells, there's a few feats that can actually help a lot with that. Arcane Strike (Complete Warrior) lets you sack spell slots for better attack and damage bonuses, and these will stack when delivering a touch spell as part of an unarmed strike. Improved Unarmed Strike allows you to not suffer AoOs when doing this, and Superior Unarmed Strike (Tome of Battle) lets you increase your unarmed damage. These things all added together mean that, if you dump some high-level magic into the strike, you could deliver a pretty massive blow to most living things. Note that Charnel Touch can't be used this way, due to it's status as a supernatural effect and the specific way it is used. Mixed up with the damage boosting listed above, you could actually become a really fucked-up "Necro Fu" build that focuses on devastating attacks against living opponents.

As with duskblades, the Draconic Heritage feats are also very interesting for dumping spell slots into more useful attacks or abilities, for situations where necromancy simply can't get the job done. However, these feats aren't quite as strictly useful to a Dread Necro as crafting stronger minions and doing more damage with spell attacks. In general, you can find alternatives to deal with constructs, and undead aren't nearly as big a problem for you (command undead, halt undead, undeath to death, and control undeath all say "no", and if you find something that's really fun you can just Rebuke/Command it).

If you have Dragon Compendium you can take bloodline feats since you're a spontaneous arcane caster. These give extra spells known at each level, and you can take multiple. Normally this comes at the cost of losing opposed spells, but so long as you don't select Fey or Plant, you won't have any to lose.

Items[edit]

There's two things a Dread Necro needs to consider. Not only do they need to think of items that help them personally, but they should also consider equipping their best minions so they are also more effective in combat. Lowly skeletons may dress in leftover Medium armor and weapons you stole from orcs and kobolds and shit, but your dread warrior human barbarian / ranger needs a little love and attention there.

Personal items start with defense, because let's face it, you ain't got shit for hit points as a Dread Necro. Now, you may wish to start off with armor, because truthfully it's cheaper and easier to deal with than waiting on expensive robes and such. However, once you actually get the money, go for vest of the archmagi: you get the best armor and saving throw bonuses, as well as recalling arcane spells and blowing spells for healing (which will also work on you if you're undead). You can then either wear armor for the enhancements you can't get elsewhere (as well as an armor crystal for surviving on other planes or whatever), or you can get a really good Body slot robe that does something extra you need (ghost shroud, robe of mysterious conjuration, shadow veil, shroud of scales, robe of blending, robe of eyes, etc.).

For your weapon, you will probably want to do a custom-made runestaff with some good weapon enhancements. For spells, consider greater mighty wallop (Races of the Dragon, and a phenomenal spell for bludgeoning stuff like staves), wraithstrike (Spell Compendium), nerveskitter (Spell Compendium), and greater magic weapon. For enhancements, get +1 Spell Storing on both ends, and add Warning to one end. Put a wand grip in the staff (Dungeonscape) and add a wand of ray of enfeeblement to soften up tougher enemies at range before closing to melee. With this weapon, you should win most initiative checks, do a metric butt-load of bludgeoning damage to foes (no need to overcome DR when you're rolling 7d6 or more damage per hit), and you can hit incorporeal targets you need to hit. For spell storing, borrow a rod to Maximize an inflict spell, then discharge as needed.

Other items are on a case-by-case basis. If you became undead, get a ring of positive protection; if you're still living, get a ring of negative protection. Ring of universal energy resistance is very important, because you don't get any spells for this kind of protection; likewise, you want a mantle of spell resistance as soon as you can afford to get it.

For minions, there are three rods you want to look at. Nighstick (Liber Mortis) actually gives more Rebukes per day, and is so cheap you can buy a million of them and use as needed. Rod of undead mastery (Magic Item Compendium) is truly great: you can control double the HD of undead as normal, meaning you can take this rod on adventures to acquire extra minions for that adventure while leaving your very choice ones back home if you need to. Scepter of the netherworld (Magic Item Compendium) is equally as good, since you can Rebuke undead at a higher level. If your DM is kind, see if you can pay the extra cost to combine these last two rods, or possibly add them to the ends of the above runestaff. After buying all your other equipment, dump your money into more nightsticks until you can't afford them anymore, and just pull them out as needed to get more Rebuking done. Get a darkskull as well, if you run into a lot of positive-energy types like clerics or celestial beings.

You benefit from an artificer monocle, because you get detect magic on the spell list. Metamagic rods may be more useful than trying to get the feats, especially if you only need to juice up only one or a few spells each day. A rod of absorption is a great choice when fighting enemy spellcasters. Additional runestaffs and eternal wands will cover utility spells. Rainment of the Four (Magic Item Compendium) will add a few utility spells to what you can cast.

Dungeons & Dragons 3rd Edition classes
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