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Avenger

“Everything my god needs to say to you can be said with my weapon.”

Player’s Handbook 2 & Divine Power — Combined

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Classes: Ardent Avenger Barbarian Bard Battlemind Cleric Druid Fighter Invoker Monk Paladin Psion Ranger Rogue Runepriest Seeker Shaman Sorcerer Swordmage Warden Warlock Warlord Wizard
Power type: AW at-will · ENC encounter · DLY daily  |  Name column: name · power type & source (DP Divine Power, PHB2 Player’s Handbook 2) · action & range · keywords · target  |  Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider  |  Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice

Class Traits

RoleStriker. Your oaths bring divine wrath upon the enemies of your god. With methodical devastation, you eliminate one foe at a time. You lean toward controller as a secondary role.
Power SourceDivine. You practice mysteries forgotten or forbidden by most religious orders, yet the power you wield is a gift from your god.
Key AbilitiesWisdom, Dexterity, Intelligence
Armor ProficienciesCloth
Weapon ProficienciesSimple melee, military melee, simple ranged
ImplementsHoly symbols
Bonus to Defense+1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level14 + Constitution score
Hit Points per Level Gained6
Healing Surges per Day7 + Constitution modifier
Trained SkillsReligion. From the class skills list below, choose three more trained skills at 1st level.
Class SkillsAcrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha)
Class FeaturesArmor of Faith, Avenger’s Censure, Channel Divinity, oath of enmity
Build OptionsCommanding avenger, isolating avenger, pursuing avenger

In secret temples far from bustling cities and priestly hierarchies, orders of esoteric warriors train their initiates in ancient traditions now forgotten or forbidden by most religious organizations. The champions of these orders are avengers — deadly weapons in the hands of their gods, imbued with divine power through secret rites of initiation. In battle, avengers swear to execute divine vengeance, entering a mental state that gives them unerring focus on a single enemy.

As an avenger, you were trained in a monastery, initiated through secret rites, and imbued with the power to smite your god’s foes. You might be a disciple of Ioun, sworn to hunt and exterminate the minions of Vecna until you one day face the Maimed God. You could be an agent of the Raven Queen, bringing death to those who would defy your mistress. Or perhaps you serve Bahamut as an agent of justice, bringing ruin to tyrants and oppressors. The organizations devoted to your god might view you as a heretic or a hero, but you answer only to your god and to the vows you swore upon your initiation as an avenger.

Where will those vows lead you? One thing is certain: Doing the will of your god is never easy and never free of peril.

“Messenger, enforcer, assassin—in time I might walk each of these paths. I go as I am called, and let the wicked tremble at the sound of [my] footsteps.”

YOU ARE an agent of divine justice. It is your task to guard the innocent, to stand watch in the shadows, to censure your deity’s foes with sacred power, and to lay them low with your weapon no matter where they hide. The enemies of your god reign unchecked throughout the world; there is much to be done.

Avengers rely on their zealous piety to see them through their battles, employing oath of enmity and Avenger’s Censure to destroy their foes. The Censure of Pursuit and the Censure of Retribution are described in Player’s Handbook 2. This chapter introduces the Censure of Unity. If you choose this version of Avenger’s Censure, you don’t focus on chasing after your enemies or driving them away from your chosen foe. Instead, you specialize in powers that bring enemies to meet judgment at your hand one at a time. Through the Censure of Unity, your attacks against your chosen foe gain strength when your allies are nearby, giving you the ability to dispatch foes quickly who arouse your wrath.

Class Features

Avengers have the following class features.

Armor of Faith

The favor of your deity wards you from harm. While you are neither wearing heavy armor nor using a shield, you gain a +3 bonus to AC.

Avenger’s Censure

As an avenger, you train your mind, body, and soul toward one purpose: destroying the enemies of your faith. To that end, you gain divine aid in pursuing a single target, though the way you eliminate that enemy varies. Do you pin your foe down and keep other enemies away, or do you pursue your foe across the field of battle? Choose one of these options. Your choice provides bonuses to certain avenger powers, as detailed in those powers.

Censure of Pursuit: If your oath of enmity target moves away from you willingly, you gain a bonus to damage rolls against the target equal to 2 + your Dexterity modifier until the end of your next turn. The bonus increases to 4 + your Dexterity modifier at 11th level and 6 + your Dexterity modifier at 21st level.
Censure of Retribution: When any enemy other than your oath of enmity target hits you, you gain a bonus to damage rolls against your oath of enmity target equal to your Intelligence modifier until the end of your next turn. This bonus is cumulative.

When you choose your Avenger’s Censure, you can choose the Censure of Unity instead of another option, such as the ones in Player’s Handbook 2.

Censure of Unity: You gain a +1 bonus to damage rolls against your oath of enmity target for each ally adjacent to that target. The bonus increases to +2 at 11th level and +3 at 21st level.

Channel Divinity

Once per encounter, you can use a Channel Divinity power. You start with two Channel Divinity powers: abjure undead and divine guidance. You can gain additional Channel Divinity powers by taking divinity feats.

Oath of Enmity

Your god gives you the power to strike down your chosen prey. You gain the oath of enmity power.

Avengers and Deities

Choice of Deity: Each avenger chooses a single deity from the pantheon and gives his or her exclusive service to that deity. Most avengers are trained at secret temples or monasteries where they learn esoteric doctrines and hidden legends that often suggest the superiority of their deity over all others. A ceremony of investiture at your home temple, which culminated in an experience that seemed like a manifestation of your deity, granted you the ability to wield your divine powers. Whatever relationship you have with your order, nothing can remove the spark of divine power within you. What you do with that power is yours to decide.
Choice of Alignment: You must choose an alignment compatible with the deity you serve. Good avengers serve good deities, lawful good avengers serve lawful good deities, and so on. However, if you are unaligned, you can serve any deity, for avengers’ work often leads to a certain level of disillusionment and detachment that prompts them to be unaligned.

Implements

Like clerics and paladins, avengers use holy symbols to help channel and direct their divine powers. When they make their own holy symbols, the symbols are often different in some detail from the symbols used by other characters, yet avengers can use the same holy symbols used by clerics and paladins. When you wear or hold a magic holy symbol, you can add its enhancement bonus to the attack rolls and the damage rolls of avenger powers and avenger paragon path powers that have the implement keyword. Without a holy symbol, you can still use these powers.

Creating an Avenger

The three key ability scores for an avenger are Wisdom, Dexterity, and Intelligence. Avengers typically choose feats, skills, and powers to complement the ability score related to their choice of Divine Censure.

Player’s Handbook 2 features the isolating avenger and the pursuing avenger. This chapter adds the commanding avenger, who becomes even more formidable when allies enter the fray against his or her foe.

Commanding Avenger

The commanding avenger build is based on the Censure of Unity. Once you have sworn your oath of enmity, you hope to surround your oath of enmity target with as many of your allies as possible. If the enemy seeks to flee, your powers enable you to compel it to face you. Alone you are powerful, but fighting alongside your comrades you are vengeance incarnate.

Like other avengers, you should make Wisdom your highest ability score. Intelligence should be your second highest, followed by Dexterity.

**New option presented in Divine Power.*

Isolating Avenger

After you swear an oath of enmity, you keep your enemy beside you and drive other foes away. Your powers help you isolate one creature at a time and bring it down quickly and let you take vengeance when that creature’s allies get past your defenses. Your attacks use Wisdom, so it should be your best ability score. Choose Intelligence for your second-best score, reflecting your keen tactical awareness. Select powers that help you sequester your foe from its allies.

Pursuing Avenger

Once you swear an oath of enmity against an enemy, you pursue that creature wherever it goes. As much as it might try to escape your wrath, your powers let you follow it and punish it for trying to flee. Make Wisdom your highest ability score, and make Dexterity your second-best score to help you nimbly pursue your foe. Select powers that prevent your foe from moving away from you or that let you shift or teleport to the foe’s side.

Avenger Overview

Characteristics: Swinging a melee weapon in combat, you wield devastating divine power against your foes. You have a secondary assortment of ranged and close implement powers that let you draw your foes closer to you, teleport near them, or scorch them with divine wrath from afar.
Religion: An avenger might serve any deity, but an avenger is more likely to worship an unaligned deity than a god of good or lawful good. Avengers of Ioun are among the most common, fighting a war of knowledge against the servants of Vecna. Unaligned avengers often revere the Raven Queen, Erathis, or Sehanine, and evil avengers often serve Asmodeus, Lolth, Tiamat, or Zehir.
Races: Elves and razorclaw shifters make excellent pursuing avengers, and devas excel as isolating avengers. Many avengers are human, because most of the hidden monasteries that produce avengers are of human origin.

Avenger Lore

Avenger Origins

The avenger class describes an origin for members of the class outside the normal expectations of a god’s worshipers. What’s true for your avenger? Did you learn your skills from a recognized religious organization, a breakaway sect of heretics, or a version of the religion thought to be extinct? How do leaders of the faith view you? Are you a hero to them, a trusted servant, a misguided fool, or a dangerous free thinker? What do you think of other faithful? Are they like family to you, or do they seem like blind sheep deaf to the truth? How do you see your own actions? Is your killing a necessary evil, a grim but righteous duty of the faithful, or [a tribute to your] deity?

For the DM — Avengers in the Campaign

You might want to have the avenger represent more than just a class in your campaign setting. With no great stretch of the imagination, you could create an organization made up of, or led by, avengers. Then, depending on the classes, alignments, and deities the PCs choose, the characters could be friends or foes of that group.

Your avenger organization might be made up of knights fighting to reclaim their holy land or a territory that they believe is rightfully theirs. With such a motivation, avengers could come across as heroes or villains. The avengers could also be a clandestine group working behind the scenes, undermining governments or working against greater evils and trappings than the typical political rivalries of nations.

You might encourage a PC to incorporate his or her background into this organization. Perhaps the character is an agent working to keep an eye on the other PCs or to guide them toward certain paths. Or maybe she is trying to recruit the other PCs for the organization’s purposes. Or perhaps the character is trying to escape the organization, hoping to start a new life free of duty or expectations.

Serving Multiple Masters

You can choose one god for your avenger to follow, but there’s no reason why your character must champion only a single deity. You might serve the whole pantheon as a weapon against the primordials and others who oppose the immortals, or you could worship a particular pairing or group of gods based upon common cause.

Perhaps you despise slavery and tyrants, and as such you pray to Avandra for luck and Sehanine for stealth as you seek to bring your foes down. You might see yourself as the hand of fate and look to both Ioun and the Raven Queen for what the future should hold. Maybe you strike out in the dark parts of the world, hoping to bring the triune light of civilization, craft, and knowledge, serving Erathis, Ioun, and Moradin. Perhaps your dragonborn avenger puts faith in the might of dragons and pays homage to both Bahamut and Tiamat. You might believe in protecting others from dangerous knowledge and pray to both Sehanine and Vecna, believing that some secrets are better left kept. Your righteous wrath might be directed against undead with the blessings of both Pelor and the Raven Queen. It could be that you take strength from the pristine wilderness, and thus you follow Melora and Kord.

Serving more than one deity gives you more roleplaying options. You have more sources for made-up adages, more imagined religious rites you might perform, and more than one lens through which to view the world and express your perspectives. Having multiple deities also increases your opportunities to make a personal mark on the story of the campaign. If your avenger has more than one deity’s cause to care about, you’ll have more chances to bring those different causes into focus during adventures.

Whom to Hunt?

The avenger walks a dark path of retribution and punishment. Yet with some deities it might be difficult to figure out whom the avenger seeks to censure. When the deity is as fair-minded as Bahamut or as kind as Pelor, what role does your avenger fill? Below are some suggestions for the types of individuals or groups that an avenger devoted to a certain deity might obsess about.

Avandra: Asmodeus worshipers, cheaters, people complacent in the face of evil, slavers, Torog worshipers
Bahamut: Bullies, chromatic dragons, liars, Tiamat worshipers, unjust leaders
Corellon: Drow, fomorians, Lolth worshipers, those who destroy beauty, those who destroy magic
Erathis: Demons, Gruumsh worshipers, overzealous worshipers of Melora, revolutionaries, those who destroy the works of civilization, uncivilized peoples
Ioun: Those who destroy knowledge, those who destroy magic, those who promote ignorant ideas, Vecna worshipers
Kord: Cowards, those who possess strength but fail to use it, those who dissemble or employ subterfuge instead of direct confrontations, those who gain strength by making others weak
Melora: Aberrants, overzealous worshipers of Erathis, Gruumsh worshipers, cultists of Yeenoghu
Moradin: Cultists of primordials, “deviant” dwarves such as azers or duergar, those who leech off others’ labors, traitors
Pelor: Shadar-kai, those who cause undue suffering, the causes of famine and disease, undead, Vecna worshipers
The Raven Queen: Cultists of Orcus, those who seek to prolong life beyond its natural end, undead, Vecna worshipers
Sehanine: Asmodeus worshipers, zealots of any kind, […], Zehir [worshipers]

Avenger Powers

Your avenger powers are called prayers. Many avengers describe the experience of calling on their gods’ powers in combat as a state in which prayers are uttered almost instinctively, as if their gods were controlling their actions. They are listed below by the level at which you gain access to them.

The new powers presented in this chapter supplement those already available to avengers. Many of the powers support the Censure of Unity, but the broad range of powers here provides useful options for any avenger.

Class Features

ENCChannel Divinity: Abjure UndeadAvenger Feature · PHB2Std Close burst 5Divine, Implement, RadiantTgt One undead creature in burst
You send a brilliant ray of radiant power at an undead foe, compelling it to stagger toward you.
Atk Wis vs Will · Hit 3d10 + Wis radiant dmg, and you pull tgt a number of sq equal to 1 + Wis. Tgt is also immobilized until EONT.
Level 5 4d10 + Wis dmg. · Level 11 5d10 + Wis dmg. · Level 15 6d10 + Wis dmg. · Level 21 7d10 + Wis dmg. · Level 25 8d10 + Wis dmg. · Miss Half dmg, and you pull tgt 1 sq.
ENCChannel Divinity: Divine GuidanceAvenger Feature · PHB2Imm Intr Close burst 10DivineTgt The triggering ally
You lend your deity’s guidance to an ally’s attack against your foe.
Trig An ally within 10 sq of you makes an attack roll against your oath of enmity target · Eff Tgt makes a second attack roll and uses either result.
ENCOath of EnmityAvenger Feature · PHB2Minor Close burst 10Encounter (Special), DivineTgt One enemy you can see in burst
You focus your wrath on a single foe, giving your attacks against it extraordinary accuracy.
Eff When you make a melee attack against tgt and tgt is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until tgt drops to 0 HP, at which point you regain the use of this power. If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack either. If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.

Level 1 At-Will Prayers

AWBond of CensureAvenger Attack 1 · DPStd Ranged 5Charm, Divine, Implement, RadiantTgt One creature
You compel an enemy to come forward and face judgment.
Atk Wis vs Will. If tgt is your oath of enmity target and no enemies are adjacent to you, you can make two attack rolls and use either result. · Hit You pull tgt a number of sq = Int. If tgt ends this movement adjacent to you, it takes 1d10 radiant dmg.
Level 21 2d10 radiant dmg.
AWBond of PursuitAvenger Attack 1 · PHB2Std Melee wpnDivine, WeaponTgt One creature
With your attack, you utter a promise to follow your enemy if it tries to escape.
Atk Wis vs AC · Hit 1[W] + Wis dmg. If tgt doesn’t end its next turn adjacent to you, you can shift a number of sq equal to 1 + Dex as a free action, and you must end that shift closer to tgt.
Level 21 2[W] + Wis dmg.
AWBond of RetributionAvenger Attack 1 · PHB2Std Melee wpnDivine, Radiant, WeaponTgt One creature
Whirling divine energy promises swift retribution if one of your foe’s companions attacks you.
Atk Wis vs AC · Hit 1[W] + Wis dmg. The first time an enemy other than tgt hits or misses you before EONT, tgt takes radiant dmg = Int.
Level 21 2[W] + Wis dmg.
AWLeading StrikeAvenger Attack 1 · DPStd Melee wpnDivine, WeaponTgt One creature
You show an ally how to hit your foe where it hurts.
Atk Wis vs AC · Hit 1[W] + Wis dmg. One ally adjacent to you or to tgt gains a bonus to his or her next dmg roll against tgt = Int.
Level 21 2[W] + Wis dmg.
AWOverwhelming StrikeAvenger Attack 1 · PHB2Std Melee wpnDivine, WeaponTgt One creature
As you attack, you maneuver around your foe, forcing it to move with you.
Atk Wis vs AC · Hit 1[W] + Wis dmg. You shift 1 sq and slide tgt 1 sq into the space you occupied.
Level 21 2[W] + Wis dmg.
AWRadiant VengeanceAvenger Attack 1 · PHB2Std Ranged 10Divine, Implement, RadiantTgt One creature
Calling on the power of your deity, you transfer the pain of your wounds to a foe and regain some resilience.
Atk Wis vs Reflex · Hit 1d8 + Wis radiant dmg, and you gain temp HP = Wis.
Level 21 2d8 + Wis dmg.

Level 1 Encounter Prayers

ENCAngelic AlacrityAvenger Attack 1 · PHB2Std Melee wpnDivine, WeaponTgt One creature
You focus divine energy through your body to gain uncanny speed as you make your attack.
Eff Before the attack, you shift 2 sq. · Censure of Pursuit The number of sq you shift equals 1 + Dex. · Atk Wis vs AC · Hit 2[W] + Wis dmg.
ENCAvenging EchoAvenger Attack 1 · PHB2Std Melee wpnDivine, Radiant, WeaponTgt One creature
Your weapon sweeps in a deadly arc, leaving in its wake swirling radiant energy that keeps your foes at bay.
Atk Wis vs AC · Hit 1[W] + Wis dmg. Until EONT, any enemy that ends its turn adjacent to you or that hits or misses you takes 5 radiant dmg.
Censure of Retribution The radiant dmg equals 5 + Int.
ENCCompelling BladeAvenger Attack 1 · DPStd Melee wpnDivine, WeaponTgt One creature
Your weapon weaves a subtle trap, [tying] your enemy’s steps to yours.
Atk Wis vs AC · Hit 1[W] + Wis dmg. Until EONT, the first time an enemy enters a sq adjacent to you on its turn, you can shift 1 sq as a free action and then slide tgt 1 sq into the space you left.
Censure of Retribution The distance of the shift and the slide equals Int, but after the slide, you must be adjacent to tgt.
ENCDay’s First LightAvenger Attack 1 · DPStd Melee touchDivine, Implement, RadiantTgt [One creature]
You envelop your foe in a burning shroud of light. If the foe moves, the brilliance scorches it.
Atk Wis vs Reflex · Hit 1d8 + Wis radiant dmg. If tgt willingly moves before SONT, it takes 5 + Wis radiant dmg.
ENCPass at ArmsAvenger Attack 1 · DPStd Melee wpnDivine, WeaponTgt One creature
Your strike creates an opening that you or a nearby ally can use to change position. If you take advantage of the opening, you can force your foe to move.
Atk Wis vs AC · Hit 2[W] + Wis dmg. You or an ally adjacent to tgt can then shift 1 sq as a free action.
Censure of Unity If you shift, rather than your ally, you can slide tgt into the space you left.
ENCRelentless AttackAvenger Attack 1 · DPStd Melee wpnDivine, WeaponTgt One creature
Your attacks drive the enemy away, and no matter where it goes, you are not far behind.
Atk Wis vs AC · Hit 2[W] + Wis dmg. You push tgt 2 sq and then shift 3 sq to a sq adjacent to it.
ENCShared MadnessAvenger Attack 1 · PHB2Std Ranged 10Divine, Implement, PsychicTgt One creature
The wrath of your god sears the mind of one foe and echoes to assault another enemy as well.
Atk Wis vs Will · Hit 1d10 + Wis psychic dmg, and a second creature you can see takes the same dmg.
ENCShielded by FaithAvenger Attack 1 · DPStd Melee wpnDivine, WeaponTgt One creature
The words of your prayer lend power to your strike while shielding you from the interference of your enemies.
Atk Wis vs AC · Hit 2[W] + Wis dmg. Until EONT, you gain a +2 pwr bonus to all defenses against attacks made by creatures other than tgt.
ENCSpeed and StillnessAvenger Attack 1 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature
You move in a blur, and your strike places a glowing sigil above your enemy. The sigil’s strength flows back to you if that enemy moves.
Eff Before the attack, you shift 1 sq. · Censure of Pursuit The number of sq you shift equals Dex. · Atk Wis vs AC · Hit 1[W] + Wis radiant dmg. If tgt moves on its turn before EONT, you gain 5 temp HP.
ENCWhirlwind ChargeAvenger Attack 1 · PHB2Std Melee wpnDivine, WeaponTgt One creature
As you charge your foe, divine light surrounds you in a protective nimbus, then erupts at your foe.
Atk Wis vs AC · Hit 2[W] + Wis dmg.
Spec When charging, you can use this power in place of a MBA. If you charge, you gain a +4 bonus to AC against OAs you provoke while moving to tgt.

Level 1 Daily Prayers

DLYArgent MantleAvenger Attack 1 · DPStd Close burst 1Divine, Implement, Radiant, ThunderTgt Each enemy in burst
You channel divine light and thunder through your holy symbol, smiting enemies nearby. For the rest of the battle, a mantle of silver light clings to your shoulders, a sign of divine favor.
Eff Until the end of the encounter, you can reroll the dmg roll for any avenger attack power you use, including this one, and you must use the second result. · Atk Wis vs Fortitude · Hit 2d10 + Wis radiant and thunder dmg. · Miss Half dmg.
DLYAspect of MightAvenger Attack 1 · PHB2Std Melee wpnDivine, WeaponTgt One creature
You strike a crippling blow against your foe, and divine power bolsters you.
Atk Wis vs AC · Hit 3[W] + Wis dmg.
Eff Until the end of the encounter, you gain a +5 pwr bonus to Athletics checks, a +2 pwr bonus to speed, and a +2 pwr bonus to the dmg rolls of melee attacks.
Miss Half dmg.
DLYCelestial FistAvenger Attack 1 · DPStd Ranged 5Divine, Implement, RadiantTgt One creature
A great fist of light smashes down at your enemy, and then holds the foe fast in its grip.
Atk Wis vs Reflex · Hit 2d10 + Wis radiant dmg, and tgt is immobilized (save ends).
Each Failed Saving Throw Tgt takes 5 radiant dmg.
After Tgt is slowed (save ends). · Miss Half dmg, and tgt is immobilized until EONT.
DLYOath of the Final DuelAvenger Attack 1 · PHB2Std Melee wpnDivine, Teleportation, WeaponTgt One creature
You swear an oath that you will slay the foe before you. As long as you work to fulfill this oath, that foe cannot escape.
Atk Wis vs AC · Hit 2[W] + Wis dmg.
Eff Until the end of the encounter, if tgt is more than 3 sq away from you at the start of your turn, you can teleport to a space within 3 sq of it as a minor action. This effect ends if you end your turn more than 3 sq away from tgt.
Miss Half dmg.
DLYRenewing StrikeAvenger Attack 1 · PHB2Std Ranged 10Divine, Healing, Implement, LightningTgt One creature
You draw on your deity’s power to smite your foe with divine lightning and to heal your injuries.
Atk Wis vs Reflex · Hit 2d10 + Wis lightning dmg.
Eff You can spend a healing surge.
Miss Half dmg.
DLYStrength of ManyAvenger Attack 1 · DPStd Melee wpnDivine, WeaponTgt One creature
You draw on the loyalty and courage of your allies to strike a mighty blow.
Eff Whenever you make a dmg roll before EONT, you gain a +2 bonus for each ally within 2 sq of you. · Atk Wis vs AC · Hit 3[W] + Wis dmg. · Miss Half dmg.
DLYTemple of LightAvenger Attack 1 · PHB2Std Melee wpnDivine, Radiant, Weapon, ZoneTgt One creature
Your weapon strike creates a field of searing energy around an enemy. The energy burns any foe you hit that is within the field.
Atk Wis vs AC · Hit 2[W] + Wis radiant dmg.
Eff The attack creates a zone of radiant energy in a burst 2 centered on tgt. The zone lasts until the end of the encounter. When tgt moves, the zone moves with it, remaining centered on it. Whenever you hit a creature that is within the zone, that attack deals 1d6 extra radiant dmg.
DLYThunder and EchoAvenger Attack 1 · DPStd Melee wpnDivine, Thunder, Weapon
Thunder rides your weapon and then reverberates around [you].
1° Tgt One creature · 1° Atk Wis vs AC · Hit 1[W] + Wis dmg plus 1d10 thunder dmg. · Miss Half dmg.
Eff Make a secondary attack that is a close burst 2.
2° Tgt Each enemy in burst other than the primary target · 2° Atk Wis vs Fortitude · Hit 1d6 + Wis thunder dmg, and you push the secondary target 2 sq.
DLYWings of LightAvenger Attack 1 · DPStd Melee wpnDivine, WeaponTgt Your oath of enmity target
Shining wings sprout from your shoulders for a moment, carrying you swiftly to your sworn [enemy].
Eff Before the attack, you can fly 6 sq and must land in a sq adjacent to your oath of enmity target. This movement does not provoke OAs. · Atk Wis vs AC · Hit 3[W] + Wis dmg. · Miss Half dmg.

Level 2 Utility Prayers

ENCAvenger’s ResolveAvenger Utility 2 · DPImm Intr PersDivine
For a few moments, your faith infuses you with supernatural toughness.
Trig An enemy other than your oath of enmity target hits you · Eff You gain resist 5 to all dmg until EONT.
DLYBlessing of VengeanceAvenger Utility 2 · PHB2Free PersDivine
With the death of your foe, your god grants you a boon.
Trig Your oath of enmity target drops to 0 HP · Eff You gain temp HP equal to your healing surge value.
ENCDistracting FlareAvenger Utility 2 · PHB2Move PersDivine
Divine light surrounds you, providing a distraction while you slip away unseen.
Eff You become invisible and move your speed. You are invisible until the end of the movement.
ENCEnduring SpiritAvenger Utility 2 · DPMinor PersDivine
The strength of your spirit shines most brightly in adversity.
Req You must be bloodied.
Eff You gain a +4 bonus to all defenses until EONT.
ENCRefocus EnmityAvenger Utility 2 · PHB2Minor Close burst 10DivineTgt One creature you can see in burst
After searching your soul, you realize who your true foe is and swear an oath against it.
Eff Tgt becomes tgt of your oath of enmity, replacing the current target.
ENCResonant EscapeAvenger Utility 2 · PHB2Imm React PersDivine, Teleportation
A quick prayer as you dodge calls forth divine power, which carries you a short distance away.
Trig An enemy hits or misses you with a melee attack · Eff You teleport 3 sq.
ENCRighteous PursuitAvenger Utility 2 · DPImm React PersDivine
Try as your enemy might, there’s no escaping your wrath.
Trig Your oath of enmity target ends its turn in a sq not adjacent to you · Eff You shift a number of sq = Wis and must end this movement as close to your oath of enmity target as possible.
DLYSilver ShadowAvenger Utility 2 · DPMinor PersDivine
You cloak yourself in astral mist, which guards you from harm.
Eff You gain temp HP equal to 5 + your level. You also gain concealment, which lasts until you have no temp HP.
ENC[Name missing in source]Avenger Utility 2 · DPMinor Close burst 5DivineTgt One ally in burst
You bless your comrade’s efforts to aid you in the defeat of your chosen foe.
Eff Until EONT, tgt gains a pwr bonus to dmg rolls against your oath of enmity target = Wis.

Level 3 Encounter Prayers

ENCBound by FateAvenger Attack 3 · DPStd Melee wpnDivine, WeaponTgt One creature
You strike your foe and then share [your] pain [with it].
Atk Wis vs AC · Hit 2[W] + Wis dmg. Until EONT, tgt is immobilized, and the first time an enemy other than tgt hits and damages you while you are adjacent to tgt, you take half of the dmg and tgt takes the other half.
ENCDeadly StrideAvenger Attack 3 · DPStd Melee wpnDivine, WeaponTgt One creature
[…]
Eff Before the attack, you shift a number of sq equal to one-half your speed. You gain phasing during this movement. · Atk Wis vs AC · Hit 2[W] + Wis dmg.
ENCDeflecting ThunderAvenger Attack 3 · PHB2Std Melee wpnDivine, Thunder, WeaponTgt One creature
A thunderclap batters your foe as your weapon connects, and another thunderclap deflects the next attack against you, turning the attack toward a nearby foe.
Atk Wis vs AC · Hit 1[W] + Wis thunder dmg. Until EONT, the next melee or ranged attack against you instead targets an enemy adjacent to you other than the attacker.
ENCEnmity’s ReachAvenger Attack 3 · PHB2Std Close burst 5Divine, Implement, ThunderTgt One creature in burst
A crash of thunder behind your foe shoves it closer to your waiting weapon and slows that foe’s escape.
Atk Wis vs Fortitude · Hit 1d10 + Wis thunder dmg, and you pull tgt 2 sq. Tgt is slowed until EONT.
ENCFury’s AdvanceAvenger Attack 3 · DPMinor Melee wpnDivine, WeaponTgt One creature
[A] flick of your weapon forces the enemy to stumble backward.
Atk Wis vs AC · Hit 1[W] dmg. You push tgt 1 sq, and it takes 3 dmg for each of your allies adjacent to it after the push. You then shift 1 sq to a sq adjacent to tgt.
Censure of Unity The number of sq you push and shift equals Int. You still must end the shift adjacent to tgt.
ENCHalo of FireAvenger Attack 3 · PHB2Std Melee wpnDivine, Fire, WeaponTgt One creature
A circle of flame erupts around your foe, harming any other enemy that moves near the creature.
Atk Wis vs AC · Hit 2[W] + Wis fire dmg. Until EONT, any enemy that ends its turn adjacent to tgt takes 5 fire dmg.
Censure of Retribution The fire dmg equals 5 + Int.
ENCIntervening BladesAvenger Attack 3 · DPStd Melee wpnDivine, WeaponTgt One creature
[Echoes] of your weapon weave around your target after [your blow] strikes home, interfering with your foe’s attacks.
Atk Wis vs AC · Hit 2[W] + Wis dmg, and tgt takes a -2 penalty to attack rolls until EONT.
Censure of Pursuit You can use this power as an OA against your oath of enmity target.
ENCSequestering StrikeAvenger Attack 3 · PHB2Std Melee wpnDivine, Teleportation, WeaponTgt One creature
Your attack slices into your foe and through the fabric of space, hurtling both you and that foe a short distance away.
Atk Wis vs AC · Hit 2[W] + Wis dmg, and you teleport tgt 2 sq. You then teleport to a space adjacent to tgt.
Censure of Pursuit The number of sq you teleport tgt equals 1 + Dex.
ENCSparking WoundsAvenger Attack 3 · DPStd Melee wpnDivine, Fire, Lightning, WeaponTgt One creature
The sparks after your strike [leap] off [to] your enemy’s companions.
Atk Wis vs AC · Hit 1[W] + Wis dmg. At the end of tgt’s next turn, each enemy adjacent to tgt takes 5 fire and lightning dmg, and if no enemies are adjacent to it, tgt takes 5 fire and lightning dmg.
Censure of Retribution If no other creatures are adjacent to tgt when the attack hits, you gain a bonus to the dmg roll = Int.

Level 5 Daily Prayers

DLYBond of ForesightAvenger Attack 5 · PHB2Std Melee wpnDivine, WeaponTgt One creature
A bond of fate links you to your enemy, giving you the ability to foresee its every move. Whenever it moves or attacks you, you’re ready.
Atk Wis vs AC · Hit 2[W] + Wis dmg.
Eff When tgt hits or misses you or shifts, tgt provokes an OA from you (save ends).
Miss Half dmg.
DLYDance of FlameAvenger Attack 5 · DPStd Melee wpnDivine, Fire, WeaponTgt One creature
Multicolored flames dance across your weapon and ignite your enemy, erupting onto other enemies the longer the flames dance.
Atk Wis vs AC · Hit 2[W] + Wis dmg.
Eff Tgt takes ongoing 5 fire dmg (save ends).
Each Failed Saving Throw An enemy of your choice within 5 sq of tgt takes ongoing 5 fire dmg (save ends).
DLYDawn Fire SigilAvenger Attack 5 · PHB2Std Melee wpnDivine, Radiant, WeaponTgt One creature
A glowing mark of divine radiance prevents your foe from hiding from you and increases the accuracy of your attacks.
Atk Wis vs AC · Hit 2[W] + Wis radiant dmg.
Eff Tgt doesn’t benefit from cover or concealment against your attacks (save ends). Tgt can still benefit from superior cover or total concealment against your attacks. Until the end of the encounter, you gain a +1 bonus to attack rolls against tgt.
Miss Half dmg.
DLYExecutioner’s CloakAvenger Attack 5 · PHB2Std Melee wpnDivine, Illusion, WeaponTgt One creature
With a stroke of your weapon, you cause shadows to flow over your foe’s eyes, concealing you as you close in for the kill.
Atk Wis vs AC · Hit 2[W] + Wis dmg, and you are invisible to tgt (save ends).
After You are invisible to tgt until EONT. · Miss Half dmg, and you are invisible to tgt until EONT.
DLYLight of TruthAvenger Attack 5 · DPStd Melee touchDivine, Implement, RadiantTgt One creature
A brilliant shaft of light streaks down from above and fixes on the enemy you touch. In the merciless light, your enemy suffers pain commensurate with the number of your friends near it.
Atk Wis vs Fortitude · Hit 1d10 + Wis radiant dmg, and ongoing 10 radiant dmg (save ends).
Eff When tgt rolls any saving throw before the ongoing dmg ends, tgt takes a penalty to the saving throw equal to the number of your allies adjacent to it.
Miss Half dmg, and ongoing 5 radiant dmg (save ends).
DLYMenacing PresenceAvenger Attack 5 · DPStd Melee wpnDivine, Fear, WeaponTgt One creature
You attack and then emanate divine menace, weakening the resolve of nearby foes.
Atk Wis vs AC · Hit 3[W] + Wis dmg.
Eff Until the end of the encounter, any enemy that starts its turn adjacent to you takes a -2 penalty to AC until the end of its next turn.
Miss Half dmg.
DLYNine Souls of WrathAvenger Attack 5 · DPStd Melee wpnDivine, WeaponTgt One creature
As you strike your enemy, you call forth souls to protect you. Swarming around you, they lash out at enemies nearby, weakening them.
Atk Wis vs AC · Hit 2[W] + Wis dmg.
Eff Until the end of the encounter, any enemy other than your oath of enmity target that ends its turn adjacent to you gains vulnerable 5 to all dmg until EONT.
Miss Half dmg.
DLYOath of Consuming LightAvenger Attack 5 · PHB2Std Ranged 10Divine, Implement, RadiantTgt One creature
You place a burning mark of divine radiance on your foe as you swear an oath to destroy this creature. With every wound you inflict on the creature, the burning mark erupts in searing light.
Atk Wis vs Reflex · Hit 2d10 + Wisdom radiant dmg. Whenever you hit tgt with a divine power, tgt takes 1d6 extra radiant dmg (save ends).
After Whenever you hit tgt with a divine power, tgt takes 1d4 extra radiant dmg (save ends). · Miss Half dmg. Whenever you hit tgt with a divine power, tgt takes 1d4 extra radiant dmg (save ends).
DLYOath of Righteous FuryAvenger Attack 5 · DPStd Melee wpnDivine, WeaponTgt One creature
You swear an oath to reduce your enemies to ruin. Each fallen foe renews your zeal.
Atk Wis vs AC · Hit 3[W] + Wis dmg.
Eff Until the end of the encounter, whenever your oath of enmity target drops to 0 HP, you can shift a number of sq = Dex as a free action.
Miss Half dmg.

Level 6 Utility Prayers

ENCAspect of AgilityAvenger Utility 6 · PHB2Move PersDivine
You move with the speed of the west wind, leaving your foes with little chance of striking you.
Eff You shift 5 sq, and you gain a +2 bonus to AC and Reflex until EONT.
DLYAspect of MajestyAvenger Utility 6 · DPMinor PersDivine, Stance
Your faith fills you with courage and mystically extends the reach of attacks.
Eff Until the stance ends, you gain a +1 bonus to Will, and your melee reach increases by 1.
DLYFortifying ChantAvenger Utility 6 · DPMinor PersDivine, Stance
You recite holy verses, armoring yourself with the strength of your faith.
Eff Until the stance ends, you gain a +1 bonus to AC and Fortitude. In addition, whenever you reduce your oath of enmity target to 0 HP, this bonus increases to +4 until EONT.
ENCHarsh LessonAvenger Utility 6 · DPFree PersDivine
You seek penance in the hope that your faults might be corrected.
Trig You miss every target with an avenger attack power · Eff You take 5 dmg, and you gain a +2 pwr bonus to attack rolls until EONT.
DLYOath of Enduring WrathAvenger Utility 6 · PHB2Minor PersDivine
You swear to defeat your enemies, and your god grants you the perseverance to overcome any hindrance.
Eff You gain a +2 pwr bonus to saving throws until the end of the encounter.
DLYOath of the Relentless HunterAvenger Utility 6 · PHB2Minor Melee touchDivineTgt One creature
You touch an enemy and swear an oath to hunt it to the end of the world. With this oath, you can always find your foe.
Eff Until you use this power on a different target, you can take a standard action to determine the distance and the direction to tgt. The distance and the direction are based on a straight line between you and tgt, ignoring any barriers. If tgt is on a different plane from you, you know which plane but gain no other information.
DLYStep of FateAvenger Utility 6 · DPMinor PersDivine, Stance
Your world is in motion with your sworn enemy as its center.
Eff Until the stance ends, you can use a free action to shift 1 sq as the first action on each of your turns. You can’t end this movement farther away from your oath of enmity target than you started.
DLYWrath of the DivineAvenger Utility 6 · PHB2Imm React Close burst 10Divine, RadiantTgt Your oath of enmity target in burst
Suffering a foe’s lucky attack, you call on your god to visit your pain upon the one you have sworn to kill.
Trig An enemy scores a critical hit against you · Eff Tgt takes radiant dmg equal to the critical hit’s dmg.

Level 7 Encounter Prayers

ENCAvenging WindsAvenger Attack 7 · PHB2Std Ranged 10Divine, ImplementTgt One creature
You whisper a prayer, calling a gust of wind that slams your foe and halts its movement if it tries to escape.
Atk Wis vs Reflex · Hit 2d8 + Wis dmg. Until EONT, if tgt moves, you can slide it 2 sq as an immediate reaction.
ENCBlade StepAvenger Attack 7 · PHB2Std Melee wpnDivine, Teleportation, WeaponTgt One creature
As you strike one foe, you teleport next to another.
Atk Wis vs AC · Hit 2[W] + Wis dmg, and you teleport 10 sq to a space that must be adjacent to an enemy.
ENCCelestia EnduresAvenger Attack 7 · DPStd Melee wpnDivine, Healing, WeaponTgt One creature
This prayer comes from a battle hymn of the War [of] Creation. Its uplifting words lend you strength.
Atk Wis vs AC · Hit 1[W] + Wis dmg. If this attack reduces tgt to 0 HP or if you have reduced your oath of enmity target to 0 HP during this encounter, you can spend a healing surge. In addition, you gain a bonus to the dmg rolls of your next attack before EONT = Wis.
ENCChains of CensureAvenger Attack 7 · DPStd Melee wpnDivine, WeaponTgt One creature
As you deliver a punishing blow with your weapon, your prayer invokes spectral chains to immobilize a foe.
Atk Wis vs AC · Hit 2[W] + Wis dmg. You choose to immobilize either tgt or an enemy within 5 sq of it until EONT.
Censure of Pursuit If no other creatures are adjacent to you or to tgt, the attack deals extra dmg = Dex.
ENCDismiss the UnworthyAvenger Attack 7 · DPStd Melee wpnCharm, Divine, WeaponTgt One creature
You deal a stinging blow to your foe and then speak a prayer of contemptuous dismissal, sending it away from you.
Atk Wis vs AC · Hit 2[W] + Wis dmg, and you push tgt 1 sq to a sq adjacent to at least one of your allies.
Censure of Unity The number of sq you push tgt equals Int. Tgt still must end this movement adjacent to at least one of your allies.
ENCExcoriating CallAvenger Attack 7 · DPStd Close burst 3Divine, Implement, RadiantTgt Each creature in burst
Your holy symbol flashes as you utter a rebuke, which drives creatures away from you but draws your chosen foe closer.
Atk Wis vs Will · Hit You push tgt 3 sq. If tgt is your oath of enmity target, it instead takes [2d10] + Wis radiant dmg, and you pull it to a sq adjacent to you.
ENCInexorable PursuitAvenger Attack 7 · PHB2Std Melee wpnDivine, WeaponTgt One creature
Shrouded in divine mist, you stride through any obstacle to reach your foe, then smite it with the wrath of your god.
Eff Before the attack, you gain phasing until the end of your turn, and you shift 3 sq. · Censure of Pursuit The number of sq you shift equals 2 + Dex. · Atk Wis vs AC · Hit 2[W] + Wis dmg.
ENCInexorable SummonsAvenger Attack 7 · DPStd Ranged 5Divine, Implement, Radiant, TeleportationTgt One creature
When you call, your adversary must answer.
Atk Wis vs Reflex · Hit 2d8 + Wis radiant dmg, and you teleport tgt to a sq adjacent to you.
Eff When any enemy enters a sq adjacent to you before EONT, tgt takes 5 radiant dmg.
Censure of Retribution The radiant dmg tgt takes when any enemy enters a sq adjacent to you equals 5 + Int.
ENCSplinter the FormationAvenger Attack 7 · PHB2Std Melee wpnDivine, Teleportation, WeaponTgt One creature
You strike your foe and, with a wave of astral energy, you sweep away other enemies, isolating your prey.
Atk Wis vs AC · Hit 1[W] + Wis dmg, and you teleport each enemy within 2 sq of tgt 2 sq.
Censure of Retribution The number of sq you teleport each enemy equals 1 + Int.

Level 9 Daily Prayers

DLYAspect of SpeedAvenger Attack 9 · PHB2Std Melee wpnDivine, WeaponTgt One creature
You accelerate past your foes, making an attack and then darting away.
Eff Before and after the attack, you shift 5 sq. · Atk Wis vs AC · Hit 2[W] + Wis dmg. · Miss Half dmg.
DLYBlade of GuiltAvenger Attack 9 · DPStd Melee wpnDivine, Psychic, WeaponTgt One creature
At the touch of your weapon, your foe relives its misdeeds. Only by standing still can it keep the painful visions at bay.
Atk Wis vs AC · Hit 2[W] + Wis dmg. Tgt takes 5 psychic dmg for each sq it enters willingly (save ends).
Miss Half dmg. Until EONT, tgt takes 5 psychic dmg for each sq it enters willingly.
DLYEnduring StrikeAvenger Attack 9 · PHB2Std Melee wpnDivine, WeaponTgt One creature
As you strike at your foe, you call on your god to cast away an effect that plagues you.
Atk Wis vs AC · Hit 3[W] + Wis dmg, and you make a saving throw with a +5 bonus.
Miss Half dmg, and you make a saving throw.
DLYGlyph of AgonyAvenger Attack 9 · DPStd Close burst 2Divine, Implement, RadiantTgt Each enemy in burst
Crimson runes flare into being above your enemies, flashing when they draw near.
Atk Wis vs Will · Hit 1d10 + Wis radiant dmg, and you pull tgt 1 sq. Tgt takes 10 radiant dmg if it starts its turn adjacent to you (save ends).
After If tgt is adjacent to you, you push it 2 sq. · Miss Half dmg.
DLYHoly ArdorAvenger Attack 9 · DPStd Melee wpnDivine, WeaponTgt One creature
Your [brief] prayer transports you into a rapturous state, eyes blazing with fire. Your exaltation increases as your foe’s life slips away.
Atk Wis vs AC · Hit 2[W] + Wis dmg.
Eff Tgt takes ongoing 5 dmg (save ends). Whenever tgt takes this ongoing dmg, you gain a pwr bonus to your next dmg roll made before EONT against your oath of enmity target. The bonus equals Wis.
DLYOath of PursuitAvenger Attack 9 · PHB2Std Melee wpnDivine, WeaponTgt One creature
As you attack your foe, you swear an oath of relentless pursuit against it. Although your foe might try to escape, it can never evade you.
Atk Wis vs AC · Hit 2[W] + Wis dmg.
Eff Until the end of the encounter, if tgt moves on its turn, you can shift 3 sq at the end of tgt’s turn as an opportunity action. You must end this movement closer to tgt.
Miss Half dmg.
DLYTemple of ShadowAvenger Attack 9 · PHB2Std Melee wpnDivine, Weapon, ZoneTgt One creature
You channel dark energy around your foe, creating a cloud of shadows that helps conceal you from your enemies.
Atk Wis vs AC · Hit 2[W] + Wis dmg.
Eff The attack creates a zone of swirling shadows in a burst 1 centered on tgt. The zone lasts until the end of the encounter. When tgt moves, the zone moves with it, remaining centered on it. While you are within the zone, you gain concealment and can make Stealth checks to become hidden. When you leave the zone, you have concealment until the end of your turn.
Miss Half dmg.
DLYWinds of WoeAvenger Attack 9 · DPStd Melee wpnDivine, Weapon
After you hit your foe, a dread wind whips around you, tossing aside your enemies.
1° Tgt One creature · 1° Atk Wis vs AC · Hit 3[W] + Wis dmg. · Miss Half dmg.
Eff You make a secondary attack that is a close burst 1.
2° Tgt Each enemy in burst other than the primary target · 2° Atk Wis vs Fortitude · Hit You push the secondary target 1d4 sq.
DLYZealot’s CallAvenger Attack 9 · DPStd Ranged 5Divine, Implement, Psychic, TeleportationTgt One creature
Your prayer wrenches your foe from where it stands and makes it appear beside you.
Atk Wis vs Will · Hit 2d10 + Wis psychic dmg, and you teleport tgt to a sq adjacent to you. Tgt is dazed (save ends).
Eff Whenever you hit tgt with a melee attack before the end of the encounter, you can shift 1 sq and then slide tgt to a sq adjacent to you as a free action.
Miss Half dmg, and you teleport tgt to a sq adjacent to you.

Level 10 Utility Prayers

DLYAvenger’s ReadinessAvenger Utility 10 · PHB2No Act PersDivine
As your opponents prepare to strike, you make a sudden move to spoil their plans.
Trig You roll initiative at the beginning of an encounter · Eff You gain a +5 pwr bonus to the initiative check. You shift 3 sq as a free action when the first creature in the initiative order starts its turn, even if you’re surprised.
ENCChannel EnduranceAvenger Utility 10 · PHB2Minor PersDivine
You focus your inner strength and tap into your god’s power to forestall an injury.
Eff You gain resist 5 to all dmg until EONT.
DLYEver OnwardAvenger Utility 10 · DPMinor PersDivine, Healing
You breathe the words of a restorative prayer. New vigor and swiftness course through you.
Eff You can spend a healing surge. In addition, you gain a +2 pwr bonus to speed until the end of the encounter.
ENCEye of JusticeAvenger Utility 10 · PHB2Minor PersDivine
Your eyes glow with divine energy, allowing you to spot foes no matter how well they hide.
Eff Until EONT, you can see invisible creatures within 5 sq of you.
ENCLeading StepAvenger Utility 10 · DPImm React Melee 1Divine, TeleportationTgt The triggering enemy
After your enemy strikes, you teleport away. An instant later, you bring the enemy after you.
Trig An enemy adjacent to you damages you · Eff You teleport 5 sq and then teleport tgt to a sq adjacent to you.
DLYRiver of LifeAvenger Utility 10 · PHB2Minor PersDivine, Healing
Divine power flows through you, allowing you to shrug off injury after injury.
Eff You gain regeneration 5 until the end of the encounter.
ENCShielding SymbolAvenger Utility 10 · DPImm Intr PersDivine, Implement
You channel divine power through your holy symbol to shield yourself.
Trig You are hit by an attack · Eff Make a Wisdom attack using your implement. The result is your defense against the triggering attack.
ENCWings of VengeanceAvenger Utility 10 · DPMove PersDivine
Ephemeral wings carry you across the battlefield to strike where you are most needed.
Eff Until EONT, you gain a fly speed of 7, and you can hover.

Level 13 Encounter Prayers

ENCAvenger’s DemandAvenger Attack 13 · DPStd Ranged 5Charm, Divine, WeaponTgt One creature
Your beckoning gesture compels the enemy to face swift justice.
Eff You pull tgt to a sq adjacent to you, then make the following melee attack against it. · Atk Wis vs AC · Hit 2[W] + Wis dmg, and you push tgt 2 sq and knock it prone. · Censure of Pursuit After you knock tgt prone, you can shift 2 sq to a sq adjacent to it.
ENCCloud of SoulsAvenger Attack 13 · PHB2Std Melee wpnDivine, Psychic, Weapon, ZoneTgt One creature
As you swing your weapon, you speak a prayer for your foe’s innocent victims and summon them to torment your enemies.
Atk Wis vs Will · Hit 2[W] + Wis psychic dmg. The attack creates a zone of shrieking souls in a close burst 1. The zone lasts until EONT or until you dismiss it as a minor action. Any enemy that enters the zone is dazed until EONT.
Censure of Retribution Until EONT, you gain a bonus to attack rolls against tgt equal to one-half Int.
ENCCrimson StrideAvenger Attack 13 · DPStd Melee 1Divine, Teleportation, WeaponTgt One enemy
You stride through nothingness, appearing at your enemy’s side to make a deadly attack. Then you stride away, carrying your foe with you.
Eff Before the attack, you teleport 5 sq to a sq adjacent to an enemy. · Atk Wis vs AC · Hit 2[W] + Wis dmg. You teleport 5 sq and then teleport tgt to a sq adjacent to you. · Censure of Retribution If no creatures are adjacent to either you or tgt after you teleport it, tgt takes dmg = Int. · Censure of Unity If you teleport tgt at least 2 sq, it takes 2 dmg for each of your allies adjacent to it after the movement.
ENCDervish StrikeAvenger Attack 13 · DPStd Melee wpnDivine, Weapon
Spinning [wildly], you aim a deft strike that sends your enemy sprawling into its companions.
1° Tgt One enemy · 1° Atk Wis vs AC · Hit 3[W] + Wis dmg, and you push the primary target 5 sq. When you push it through any sq occupied by an enemy, make a secondary attack.
2° Tgt Each enemy in the sq · 2° Atk Wis vs Fortitude · Hit The secondary target is knocked prone.
ENCLight of the Avenging SunAvenger Attack 13 · PHB2Std Melee wpnDivine, Radiant, WeaponTgt One creature
As your attack hits home, you become wrapped in blinding light, hindering a foe’s ability to strike you.
Atk Wis vs AC · Hit 2[W] + Wis radiant dmg, and tgt takes a –4 penalty to attack rolls against you until EONT.
ENCSequestering WordAvenger Attack 13 · PHB2Std Ranged 10Divine, Implement, Teleportation, ThunderTgt One creature
A word of divine power thunders from your mouth, smiting your foe and transporting it to a place where you can face it alone.
Atk Wis vs Will · Hit 2d8 + Wis thunder dmg, and you teleport tgt 5 sq. You then teleport to a space adjacent to tgt.
Censure of Pursuit Until EONT, any enemy that ends its turn adjacent to you takes thunder dmg equal to 5 + Dex.
ENCWages of SinAvenger Attack 13 · DPStd Ranged 5Divine, Implement, PsychicTgt One creature
Your prayer channels the [anger,] the fear, and the wickedness of [your] enemy’s comrades to harm it.
Atk Wis vs Will · Hit [2d10] + Wis psychic dmg. The attack deals 3 extra psychic dmg for each enemy adjacent to tgt.
ENCWeaving BladesAvenger Attack 13 · DPStd Melee wpnDivine, WeaponTgt One creature
You flourish your weapon in a dazzling display, striking your foe […] any other that dares approach.
Atk Wis vs Reflex · Hit […] + Wis dmg. Until EONT, any enemy other than tgt that enters a sq adjacent to you or starts its turn there is affected by your weaving blades: As a free action, you can deal 5 dmg to it and push it 1 sq.
ENCWhirling BladesAvenger Attack 13 · PHB2Std Melee wpnDivine, WeaponTgt One creature
When you have your foe alone, it becomes an easy target for your vicious cuts and lunges.
Atk Wis vs AC. You gain a +2 bonus to the attack roll if no enemy is adjacent to tgt. · Hit 3[W] + Wis dmg. The attack deals 5 extra dmg if no enemy is adjacent to tgt.

Level 15 Daily Prayers

DLYAspect of FuryAvenger Attack 15 · PHB2Std Melee wpnDivine, WeaponTgt One creature
You channel the anger of your god, creating a cloud of whirling death around you.
Atk Wis vs AC · Hit 3[W] + Wis dmg.
Eff Until the end of the encounter, any enemy that starts its turn adjacent to you or that hits or misses you with a melee attack takes 5 dmg.
Miss Half dmg.
DLYBond of the Sacred DuelAvenger Attack 15 · PHB2Std Melee wpnDivine, Psychic, WeaponTgt One creature
In your single-minded devotion to destroying your chosen foe, you strike at that foe and form a psychic bond with it that causes it to suffer if its allies attack you.
Atk Wis vs Will · Hit 2[W] + Wis psychic dmg.
Eff Until the end of the encounter or until you attack anyone other than tgt, tgt takes 5 psychic dmg whenever another enemy hits you.
Miss Half dmg.
DLYForceful CallAvenger Attack 15 · DPStd Close burst 2Divine, Teleportation, Weapon
Channeled through your weapon, astral winds propel your enemies toward you and then spirit you away when you deliver an attack.
1° Tgt Each enemy in burst · 1° Atk Wis vs Will · Hit You pull the primary target 2 sq.
Eff Make a melee secondary attack.
2° Tgt One adjacent enemy · 2° Atk Wis vs AC · Hit 3[W] + Wis dmg, plus 2 dmg for each enemy adjacent to you.
Eff You teleport 1 sq for each enemy adjacent to you after the secondary attack.
DLYGhostly ChainsAvenger Attack 15 · DPStd Melee wpnDivine, WeaponTgt One creature
At the touch of your weapon, phantasmal fetters appear around your enemy, hindering its steps.
Atk Wis vs AC · Hit 3[W] + Wis dmg, and tgt is slowed (save ends).
Miss Half dmg, and tgt is slowed until EONT. · Spec If two or more of your allies are adjacent to tgt, it is immobilized instead of slowed.
DLYInescapable JusticeAvenger Attack 15 · DPStd Melee wpnDivine, Teleportation, WeaponTgt One creature
No matter where your foe goes, you are there.
Eff Before the attack, you shift 2 sq. · Atk Wis vs AC · Hit 3[W] + Wis dmg. · Miss Half dmg.
Eff Until the end of the encounter or until you or tgt drops to 0 HP, whenever you start your turn 3 or more sq away from tgt, you can teleport to a sq within 3 sq of it as a free action.
DLYOath of Divine LightningAvenger Attack 15 · PHB2Std Melee wpnDivine, Lightning, WeaponTgt One creature
Lightning erupts around your weapon as you attack your foe, then lingers, promising punishment if your enemy remains in one place for too long.
Atk Wis vs AC · Hit 3[W] + Wis lightning dmg. Tgt takes 5 lightning dmg at the end of its turn if it doesn’t move at least 1 sq during its turn (save ends). Shifting doesn’t count toward this movement.
Miss Half dmg, and tgt takes 5 lightning dmg at the end of its next turn if it doesn’t move at least 1 sq during that turn. Shifting doesn’t count toward this movement.
DLYSigil of CarceriAvenger Attack 15 · PHB2Std Ranged 10Divine, Force, ImplementTgt One creature
You mark your enemy with the baleful red sigil of Carceri, the prison realm of the gods. Spectral chains surround your foe, holding it in place and shielding your allies from its attacks.
Atk Wis vs Fortitude · Hit 2d10 + Wis force dmg. Tgt is immobilized, and its attacks against creatures more than 5 sq away from it automatically miss (save ends both).
Miss Half dmg. Until EONT, tgt is immobilized, and its attacks against creatures more than 5 sq away from it automatically miss.
DLYSoul LightningAvenger Attack 15 · DPStd Ranged 5Divine, Implement, Lightning, PsychicTgt One creature
Your prayer sends lightning crackling through your enemy’s body and mind, and it arcs to nearby foes.
Atk Wis vs Will · Hit 3d10 + Wis psychic dmg, and ongoing 10 lightning dmg (save ends).
Eff Whenever tgt takes this ongoing dmg, each enemy within 2 sq of tgt takes the same amount of lightning dmg.
Miss Half dmg, and ongoing 5 lightning dmg (save ends).
DLYTemple of BrillianceAvenger Attack 15 · DPStd Melee touchDivine, Implement, Radiant, ZoneTgt One creature
Your touch scours your foe with light, and the light builds [into] a dazzling edifice over it.
Atk Wis vs Fortitude · Hit 2d6 + Wis radiant dmg.
Eff The attack creates a zone of radiant energy in a burst 2 centered on tgt. The zone lasts until EONT. When tgt moves, the zone moves with it, remaining centered on it. Any enemy that ends its turn within the zone is blinded until the end of its next turn.
Miss Half dmg. · Sust Minor The zone persists.
DLYTether of LightAvenger Attack 15 · DPStd Melee wpnDivine, Teleportation, WeaponTgt One creature
As you swing your weapon, you forge a thin strand of light between you and your adversary and then leap through the brilliant void to another spot. Compelled by the tether, your enemy follows.
Atk Wis vs AC · Hit 2[W] + Wis dmg. You teleport 5 sq and then teleport tgt to a sq adjacent to you.
Eff When you hit tgt with any melee attack before the end of the encounter, you can teleport a number of sq = Int and then teleport tgt to a sq adjacent to you.
Miss Half dmg.
DLYZealous OnslaughtAvenger Attack 15 · DPStd Melee wpnDivine, Teleportation, WeaponTgt One creature
Trusting in your deity to guide your steps, you dash forward to seize your foe, sending it staggering away.
Eff Before the attack, you shift 5 sq. · Atk Wis vs AC · Hit 2[W] + Wis dmg, and you push tgt 3 sq. Tgt grants CA (save ends).
After As a free action, you can teleport to a sq adjacent to tgt and make a MBA. · Miss Half dmg, and tgt grants CA until EONT.

Level 16 Utility Prayers

ENCAstral CloakAvenger Utility 16 · PHB2Minor PersDivine, Illusion
With a glimmer of silvery mist, you fade from view for a brief time.
Eff You become invisible until the end of your turn.
ENCBattle BlessingAvenger Utility 16 · DPImm Intr Close burst 5Divine
You have sworn that your enemy shall fall—and it will, in your or your ally’s hand.
Trig You or an ally within 5 sq of you makes an OA against your oath of enmity target · Eff The OA deals 1[W] extra dmg.
ENCBulwark of DefianceAvenger Utility 16 · PHB2No Act PersDivine
You push aside the pain of your foe’s attacks, allowing you to act without hindrance for a moment.
Trig You fail a saving throw other than a death saving throw · Eff Until EONT, the effect you failed the saving throw against doesn’t affect you, but you make saving throws against it as normal.
DLYPillar of ChernoggarAvenger Utility 16 · DPMinor PersDivine, Stance
You summon strength from the oppressive dominion of Chernoggar, slowing your enemies.
Eff Until the stance ends, any enemy that starts its turn adjacent to you is slowed until EONT.
ENCStrength in UnityAvenger Utility 16 · DPImm Intr PersDivine
The ties that join you and your friends become visible for a moment and serve as wards that shield you from harm.
Trig An enemy attack damages you · Eff The dmg of the triggering attack is reduced against you by an amount = Int × the number of allies within 2 sq of you.
ENCSummons to DutyAvenger Utility 16 · DPMinor Close burst 5DivineTgt One ally in burst
Your ally is propelled toward the foe in a burst of wind and light.
Eff You slide tgt to a sq adjacent to an enemy adjacent to you.
DLYTemple of SeclusionAvenger Utility 16 · DPMinor PersDivine, Stance, Teleportation
Fiery blue runes appear in the air around you, forming a pattern that scatters approaching creatures.
Eff Until the stance ends, when any creature ends its turn adjacent to you, you can teleport that creature 3 sq as a free action.
DLYVengeful RevenantAvenger Utility 16 · PHB2No Act PersDivine, Healing
Even the grip of death cannot keep you down. With hidden strength, you muster the energy to rise.
Trig You fail a death saving throw · Eff You succeed on the death saving throw and spend a healing surge. You gain a +5 pwr bonus to all defenses until EONT.
ENCWinds of the Astral SeaAvenger Utility 16 · PHB2Move PersDivine, Teleportation
Silvery mist shimmers around you, and you disappear, then reappear a short distance away.
Eff You teleport 4 sq.

Level 17 Encounter Prayers

ENCAccept No DefeatAvenger Attack 17 · DPStd Melee wpnDivine, WeaponTgt One creature
[Single]-minded pursuit is usually your [strength], but prayer, like [combat], can be [seasoned] with fallback maneuvers.
Atk Wis vs AC · Hit 3[W] + Wis dmg.
Eff You shift 1 sq and make a MBA against a different creature, with a [+4] bonus to the dmg roll.
ENCAstral FuryAvenger Attack 17 · PHB2Std Ranged 10Divine, Implement, Psychic, TeleportationTgt One or two creatures
You send your foes tumbling through the Astral Sea, teleporting them a short distance and leaving them disoriented.
Atk Wis vs Will · Hit 2d6 + Wis psychic dmg, and you teleport tgt 3 sq. Tgt is immobilized until EONT.
ENCPunishing BlowAvenger Attack 17 · DPStd Melee wpnDivine, WeaponTgt One creature
Your sworn enemy and all who stand with it must answer to you now.
Atk Wis vs AC · Hit 3[W] + Wis dmg. If tgt is your oath of enmity target, each enemy adjacent to tgt also counts as a target of your oath of enmity until EONT.
ENCReady the Final BlowAvenger Attack 17 · PHB2Std Melee wpnDivine, WeaponTgt One creature
Your attack leaves your foe frozen in place, less able to avoid your next assault.
Atk Wis vs AC · Hit 2[W] + Wis dmg, and tgt is immobilized until EONT. You gain a +2 bonus to your next attack roll against tgt before EONT.
Censure of Pursuit The bonus to the attack roll equals 2 + Dex.
ENCSpectral ChargeAvenger Attack 17 · PHB2Std Melee wpnDivine, WeaponTgt One creature
As you move to engage your enemy, part of you leaves the physical world momentarily.
Eff Before the attack, you become insubstantial until EONT. · Atk Wis vs AC · Hit 2[W] + Wis dmg.
Spec When charging, you can use this power in place of a MBA. If you charge, you become insubstantial when you begin the charge.
ENCVengeful ParryAvenger Attack 17 · DPImm Intr Melee 1Divine, WeaponTgt The triggering enemy
You parry your enemy’s attack and […]
Trig An enemy adjacent to you hits or misses you
Eff Tgt takes a -2 penalty to the attack roll. Make the following attack against tgt. · Censure of Unity The penalty to tgt’s attack roll equals Int. · Atk Wis vs AC · Hit [1[W]] + Wis dmg. You shift 1 sq and then slide tgt 2 sq to a sq adjacent to you.
ENCWarding BladeAvenger Attack 17 · PHB2Std Melee wpnDivine, Thunder, WeaponTgt One creature
Your weapon cracks with thunder as it slams into your foe, knocking any nearby enemies away. If any other foes draw too close, your thunder-infused weapon is ready to punish them.
Atk Wis vs AC · Hit 2[W] + Wis thunder dmg, and you push any enemy within 2 sq of you, other than tgt, 2 sq. Until EONT, if any enemy other than tgt enters a sq adjacent to you or hits or misses you from a sq within your reach, you can make a MBA against that enemy as an opportunity action.
Censure of Retribution You gain a pwr bonus to the attack roll of the MBA = Int.
ENCWrathful ChargeAvenger Attack 17 · DPStd Melee 1Divine, WeaponTgt One creature
You dash across the battlefield, gaining momentum from each attack against you, until you slam into your enemy with your weapon.
Eff You gain phasing and a +4 bonus to AC against OAs until the end of your turn. You then charge and make the following attack in place of a MBA. · Atk Wis vs AC · Hit 2[W] + Wis dmg. The attack deals 2 extra dmg for each OA made against you during the charge movement. · Censure of Retribution The extra dmg for each OA equals Int.
ENC[Name missing in source]Avenger Attack 17 · DPStd Melee wpnDivine, WeaponTgt One creature
[Spectral] echoes of your weapon surround your foe, confounding [its] attacks.
Atk Wis vs AC · Hit 3[W] + Wis dmg, and tgt takes a -2 penalty to attack rolls until EONT.
Censure of Pursuit When you use this power against your oath of enmity target, the power is reliable. · Spec This power can be used as an OA against your oath of enmity target.

Level 19 Daily Prayers

DLYAspect of AweAvenger Attack 19 · PHB2Std Close burst 5Charm, Divine, Implement, PsychicTgt One creature in burst
Cloaking yourself in a divine glamor, you assault your foe’s mind and compel the creature to approach you.
Atk Wis vs Will · Hit 4d8 + Wis psychic dmg, and you pull tgt 3 sq. At the start of each of your turns, you pull tgt 3 sq (save ends).
Miss Half dmg, and you pull tgt 2 sq. At SONT, you pull tgt 3 sq.
DLYBlade of Astral HostsAvenger Attack 19 · DPStd Close burst 1Divine, Teleportation, Weapon
You stride into the midst of your enemies, laying about with your weapon. For each foe you strike, a celestial blade forms alongside your own, lending might to your final attack.
Eff Before the primary attack, you teleport 5 sq. · 1° Tgt Each enemy in burst · 1° Atk Wis vs AC · Hit Wis dmg.
Eff You teleport 5 sq and make a melee secondary attack.
2° Tgt One creature adjacent to you · 2° Atk Wis vs AC · Hit 3[W] + Wis dmg, plus 2 dmg for each enemy hit by the primary attack. · Miss Half dmg.
DLYBonded by BloodAvenger Attack 19 · DPStd Melee wpnDivine, Teleportation, WeaponTgt One creature
Your [attack] forges a bond between you and your enemy.
Atk Wis vs Fortitude · Hit 4[W] + Wis dmg.
Eff Whenever tgt moves, you can teleport to a sq adjacent to it as a free action after its movement is complete. This effect lasts until the end of the encounter or until you end your turn not adjacent to tgt.
Miss Half dmg.
DLYFlame UnquenchableAvenger Attack 19 · DPStd Melee wpnDivine, Fire, WeaponTgt One creature
Your prayer sets your weapon ablaze with blue fire. A high thrust transfers the flames to your foe.
Atk Wis vs AC · Hit 3[W] + Wis dmg, and ongoing 10 fire dmg (save ends).
Eff Until the end of the encounter, tgt takes a -1 penalty to saving throws against ongoing dmg. The penalty worsens by -1 for each creature taking ongoing dmg within 10 sq of tgt.
Miss Half dmg, and ongoing 5 fire dmg (save ends).
DLYOath of the Inevitable BladeAvenger Attack 19 · PHB2Std Melee wpnDivine, WeaponTgt One creature
You swear that your blade shall taste your foe’s blood, and even if your attack fails to draw blood, you are assured of a later success.
Atk Wis vs AC · Hit 5[W] + Wis dmg.
Miss Half dmg. You gain a +5 pwr bonus to your next dmg roll against tgt before the end of the encounter, unless you attack another creature first.
DLYStroke of DoomAvenger Attack 19 · DPStd Ranged 5Divine, WeaponTgt One creature
You brandish your weapon, seeking to drag your foe toward you with divine force. Failing that, you leap to the foe. Either way, your weapon is charged with lethal power.
1° Atk Wis vs Fortitude · Hit You pull tgt to a sq adjacent to you. · Miss You shift 5 sq to a sq adjacent to tgt.
Eff Make a melee secondary attack against tgt if it is adjacent to you.
2° Atk Wis vs AC · Hit 5[W] + Wis dmg. · Miss Half dmg.
DLYTemple of RespiteAvenger Attack 19 · PHB2Std Melee wpnDivine, Radiant, Weapon, ZoneTgt One creature
Radiant power sears and slows your foe and forms a divine pattern that bolsters your defenses and hinders your enemies’ movement.
Atk Wis vs AC · Hit 3[W] + Wis radiant dmg, and tgt is slowed (save ends).
Eff The attack creates a zone of radiance in a close burst 1. The zone lasts until the end of the encounter. While you are within the zone, you gain a +2 bonus to all defenses. The zone is difficult terrain to enemies.
Miss Half dmg, and tgt is slowed until EONT.
DLYVengeful RecoveryAvenger Attack 19 · PHB2Std Melee wpnDivine, Healing, WeaponTgt One creature
You visit the pain of your wounds upon your foe as you draw strength and health from your god.
Atk Wis vs AC · Hit 3[W] + Wis dmg, and tgt is dazed (save ends). You regain HP as if you had spent a healing surge.
Miss Half dmg, and tgt is dazed until EONT. You can spend a healing surge.

Level 22 Utility Prayers

DLYGhostly VengeanceAvenger Utility 22 · PHB2Minor PersDivine
You slip between this world and the Astral Sea, allowing you to move through objects and protecting you from attacks.
Eff Until the end of the encounter, you gain phasing, and you take half dmg from OAs.
DLYIndomitable ResolveAvenger Utility 22 · PHB2Imm Intr PersDivine
The power of the gods sustains you, allowing you to ignore an injury.
Trig You take dmg · Eff The dmg is reduced to 0.
DLYOath of the Final StrikeAvenger Utility 22 · PHB2Imm Intr PersDivine
Nothing can prevent you from completing the task set before you by the gods, not even death.
Trig An attack reduces you to 0 HP or fewer and doesn’t kill you · Eff You are dying but don’t fall unconscious. Until EONT, you don’t take any dmg after the triggering attack, and you gain a +4 bonus to attack rolls. At EONT, you fall unconscious if you are still dying.
ENCRefuge of PietyAvenger Utility 22 · DPMove PersDivine
You clear your mind and magically slough off impediments.
Eff You make a saving throw against each effect on you that a save can end. You shift 1 sq for each save.
DLYSeeker’s StepAvenger Utility 22 · DPMinor PersDivine, Stance, Teleportation
They might hit you once, but you’ll be damned if they’ll do it twice.
Eff Until the stance ends, whenever you are hit by an enemy’s melee or ranged attack, you can teleport 10 sq to a sq adjacent to your oath of enmity target as an immediate reaction.
ENCShield of ProvidenceAvenger Utility 22 · DPImm Intr PersDivine
Uttering a quick prayer, you partially leave the physical realm for a moment and channel the power of your foe’s attack into your own.
Trig An enemy hits you with an area or a close attack · Eff You become insubstantial until EONT. In addition, your next attack before EONT deals 2d10 extra dmg.
ENCTwin StepAvenger Utility 22 · PHB2Move PersDivine
You appear next to a foe, launch a devastating assault, and then disappear beyond its reach.
Eff You teleport 8 sq. As the last action of your turn, you can teleport 8 sq as a free action.

Level 23 Encounter Prayers

ENCAvenger’s ShieldAvenger Attack 23 · PHB2Std Ranged 20Divine, Implement, RadiantTgt One creature
You create a sphere of radiance that burns your foe. The sphere also protects you, flaring brightly if that foe attacks you.
Atk Wis vs Will · Hit 4d6 + Wis radiant dmg. If tgt hits or misses you before EONT, as an immediate reaction you cause tgt to be blinded until EONT.
ENCBond of JusticeAvenger Attack 23 · PHB2Std Melee wpnDivine, Radiant, Teleportation, WeaponTgt One creature
You strike your foe in an eruption of searing radiance, creating a bond between your spirits. If that foe moves away from you, you can teleport to its side and attack it.
Atk Wis vs AC · Hit 4[W] + Wis radiant dmg. If tgt is not adjacent to you at SONT, you gain a +4 bonus to attack rolls against it until the end of that turn, and during that turn, you can teleport to a space adjacent to tgt as a move action.
Censure of Pursuit When you use this power to teleport adjacent to tgt, it takes radiant dmg equal to 5 + Dex.
ENCChains of FateAvenger Attack 23 · DPStd Melee wpnDivine, WeaponTgt One creature
As you attack, you mystically bind your sworn enemy’s fate to yours, causing it to share your injuries.
Atk Wis vs AC · Hit 3[W] + Wis dmg. Until SONT, you take half dmg from any source and your oath of enmity target takes the other half.
ENCExcoriating ChallengeAvenger Attack 23 · DPStd Close burst 3Divine, Implement, Radiant, TeleportationTgt Each creature in burst
Your holy symbol glows red as you curse your foes. The might of your rebuke hurls away nearby creatures but brings your chosen foe before you for judgment.
Atk Wis vs Will · Hit You teleport tgt 5 sq to a sq that is farther away from you. If tgt is your oath of enmity target, it instead takes [4d10] + Wis radiant dmg, and you teleport it to a sq adjacent to you.
ENCFearsome FuryAvenger Attack 23 · DPStd Melee wpnDivine, Fear, WeaponTgt One creature
Nothing clarifies your objective better than the terror in your enemies’ eyes.
Atk Wis vs AC · Hit 4[W] + Wis dmg. Until EONT, when tgt makes any attack roll, it takes a penalty to that attack roll equal to the number of your allies adjacent to it.
Censure of Unity The penalty equals the number of your allies adjacent to tgt [+] Int.
ENCPhase DuelAvenger Attack 23 · PHB2Std Melee wpnDivine, WeaponTgt One creature
You knock your opponent out of phase with the world and join it in a solitary duel to the death. You both remain visible as hazy outlines in the world, but no other creature can touch either of you.
Atk Wis vs AC · Hit 3[W] + Wis dmg. Until EONT, you and tgt are immobilized. In addition, no other creature has line of sight or line of effect to either of you, and the two of you have line of sight and line of effect only to each other. This effect ends if the immobilized condition ends on either of you before EONT.
Censure of Retribution Until EONT, you gain a bonus to all defenses against tgt’s attacks = Int.
ENCThreatening StrikeAvenger Attack 23 · DPStd Melee wpnDivine, Teleportation, WeaponTgt One creature
Your strike knocks your foe aside, and any hope it has of escaping is dashed when it finds your weapon in its face.
Atk Wis vs Fortitude · Hit 3[W] + Wis dmg, and you slide tgt 2 sq. If tgt moves before SONT, you can teleport to a sq adjacent to it and make a MBA against it.
Censure of Retribution Until EONT, you gain a bonus to your basic attacks’ dmg rolls = Int.
ENCVengeful ApparitionAvenger Attack 23 · DPStd Melee wpnDivine, Fear, WeaponTgt One creature
The touch of your weapon sends your foe reeling in terror, and you become ghostly, able to walk through walls and soar through the air.
Atk Wis vs Fortitude · Hit 3[W] + Wis dmg, and you push tgt a number of sq = Wis and knock it prone.
Eff You gain phasing and a fly speed of 6 until EONT.
Censure of Pursuit The fly speed equals 6 + Dex.
ENCVictory HymnAvenger Attack 23 · DPStd Melee wpnDivine, Healing, WeaponTgt One creature
You hum a tune about a time when war will not be needed. But for now, you seek to end the fight as the victorious survivor.
Atk Wis vs AC · Hit 3[W] + Wis dmg. Before EONT, you gain a bonus to your next attack’s dmg rolls = Wis.
Eff If this attack reduces tgt to 0 HP or if you have reduced your oath of enmity target to 0 HP during this encounter, you can spend a healing surge and make a saving throw.

Level 25 Daily Prayers

DLYAmber PrisonsAvenger Attack 25 · DPStd Melee touchDivine, Implement, Radiant
When you pull your hand away from your enemy, it leaves behind an amber sigil from which shines an eerie light. Those touched by its glow become encased in amber sarcophagi.
1° Tgt One creature · 1° Atk Wis vs Fortitude · Hit 5d8 + Wis radiant dmg, and the primary target is immobilized (save ends). · Miss Half dmg, and the primary target is immobilized until EONT.
Eff Make a secondary attack that is a close burst 1, using the primary target’s space as the origin sq.
2° Tgt Each enemy in burst other than the primary target · 2° Atk Wis vs Fortitude · Hit You slide the secondary target 3 sq, and it is immobilized until EONT. · Miss The secondary target is slowed until EONT.
DLYAspect of DeathAvenger Attack 25 · PHB2Std Melee wpnDivine, WeaponTgt One creature
You become a bearer of death. As long as you remain near your chosen foe, it suffers a foretaste of death.
Atk Wis vs Fortitude · Hit 6[W] + Wis dmg, and tgt takes 10 dmg at the start of its turn if you are within 5 sq of it (save ends).
Miss Half dmg, and tgt takes 5 dmg at the start of its turn if you are within 5 sq of it (save ends).
DLYBond of DestinyAvenger Attack 25 · PHB2Std Ranged 20Divine, Implement, Psychic, TeleportationTgt One creature
You insert a fragment of your spirit into your enemy’s mind. Until that enemy ejects the fragment, you can transport yourself to the enemy’s side.
Atk Wis vs Will · Hit 6d8 + Wis psychic dmg. · Miss Half dmg.
Eff Tgt suffers a bond of destiny (save ends). Until the bond ends, you can teleport to a space adjacent to tgt as a minor action. You don’t need line of sight to the destination space.
After You can teleport to a space adjacent to tgt as a free action once. You don’t need line of sight to the destination space.
DLYDrawn by FateAvenger Attack 25 · DPStd Ranged 10Divine, Implement, TeleportationTgt One creature
Two shimmering portals appear, drawing you or your enemy to find your fate.
1° Atk Wis vs Will · Hit You teleport tgt to a sq adjacent to you. · Miss You teleport to a sq adjacent to tgt.
Eff Make a melee secondary attack against tgt using your weapon. In addition, tgt is drawn by fate (save ends). Until this effect ends, you can teleport tgt to a sq adjacent to you as a minor action.
2° Atk Wis vs AC · Hit 4[W] + Wis dmg. · Miss Half dmg.
DLYExecutioner’s JusticeAvenger Attack 25 · PHB2Std Melee wpnDivine, Psychic, WeaponTgt One creature
Your attack sears your enemy’s mind as much as its body, and sends it spiraling down a painful path toward annihilation.
Atk Wis vs AC · Hit 4[W] + Wis psychic dmg, and tgt is dazed (save ends).
First Failed Saving Throw Tgt is stunned instead of dazed (save ends).
Each Additional Failed Saving Throw Tgt takes 20 psychic dmg. · Miss Half dmg, and tgt is dazed (save ends).
DLYMantle of the Astral ChampionAvenger Attack 25 · DPStd Melee wpnDivine, WeaponTgt One creature
As you attack, your prayer bestows on you the mantle of the astral champion, allowing you to fly like an angelic being.
Atk Wis vs AC · Hit 4[W] + Wis dmg.
Eff Until the end of the encounter, you gain phasing and a fly speed of 6, and you can hover.
DLYSigil of DamnationAvenger Attack 25 · PHB2Std Melee wpnDivine, WeaponTgt One creature
A horrid sigil appears on your enemy’s head, marking the creature as damned.
Atk Wis vs AC · Hit 4[W] + Wis dmg.
Eff Until the end of the encounter, when you miss tgt with an avenger encounter attack power, the attack deals half dmg.
Miss Half dmg.
DLYThunderhead SmiteAvenger Attack 25 · DPStd Close burst 3Divine, Implement, ThunderTgt Each enemy in burst
You present your holy symbol with a shouted prayer, causing a shock wave to scatter your foes, and thunder crashes over an enemy that remains behind.
Atk Wis vs Reflex · Hit You push tgt 3 sq.
Eff One enemy adjacent to you takes 10 thunder dmg for each target hit. If no enemy is adjacent to you, you regain the use of this power.

Level 27 Encounter Prayers

ENCAnvil of FaithAvenger Attack 27 · DPStd Melee wpnDivine, WeaponTgt One creature
Summoning strength from your comrades’ courage, you deliver a mighty blow that tosses your enemy across the battlefield.
Atk Wis vs AC · Hit 3[W] + Wis dmg, and you push tgt a number of sq equal to the number of your allies adjacent to it. Tgt takes 5 dmg for each sq it enters during the forced movement.
Censure of Unity Tgt is knocked prone at the end of the forced movement.
ENCAstral ChargeAvenger Attack 27 · PHB2Std Melee wpnDivine, WeaponTgt One creature
As you charge, energy from the Astral Sea empowers you, making your final attack stun your foe.
Atk Wis vs AC · Hit 1[W] + Wis dmg, and tgt is stunned until EONT.
Spec When charging, you can use this power in place of a MBA.
ENCBrilliant HaloAvenger Attack 27 · DPStd Ranged 5Divine, Healing, Implement, RadiantTgt One creature
As you hurl divine light at your enemy, a scintillating halo appears above you. Any enemy that approaches is burned in its […]
Atk Wis vs Fortitude · Hit 4d6 + Wis radiant dmg. Until EONT, any enemy that ends its turn within 5 sq of you takes 5 radiant dmg, and you regain 5 HP.
Censure of Retribution Your Int is added to the dmg and healing caused when an enemy ends its turn within 5 sq of you.
ENCDeath StrokeAvenger Attack 27 · PHB2Std Melee wpnDivine, WeaponTgt One creature
When your foe’s allies are distracted and distant, you deal a deadly attack.
Atk Wis vs AC. You gain a +4 bonus to the attack roll if no enemy is adjacent to tgt. · Hit 4[W] + Wis dmg. The attack deals 2[W] extra dmg if no enemy is adjacent to tgt.
ENCHand of SilverAvenger Attack 27 · DPStd Melee touchDivine, Implement, RadiantTgt One creature
Your hand shines with a silvery light as you touch your enemy, preventing its escape.
Atk Wis vs Reflex · Hit 2d12 + Wis radiant dmg, and tgt is restrained until EONT.
Censure of Pursuit The attack deals extra radiant dmg = Dex.
ENCInevitable EndAvenger Attack 27 · PHB2Std Melee wpnDivine, WeaponTgt One creature
Your devastating attack should be enough to exact vengeance for your god. If it is not, and your foe escapes you this time, then you can try the attack again.
Atk Wis vs AC · Hit 4[W] + Wis dmg.
Eff If tgt is still alive and not adjacent to you at the end of its next turn, you regain the use of this power. You can regain the use of this power in this manner once per encounter.
Censure of Pursuit You gain a bonus to the attack roll = Dex.
ENCScatter to the Astral WindsAvenger Attack 27 · PHB2Std Melee wpnDivine, Teleportation, WeaponTgt One creature
As you strike your enemy, the winds of an astral tempest sweep over the area, carrying away your other foes.
Atk Wis vs Will · Hit 3[W] + Wis dmg, and you teleport each enemy within 5 sq of you, other than tgt, 5 sq.
Censure of Retribution The number of sq you teleport each enemy equals 4 + Int.
ENCSpark of HatredAvenger Attack 27 · DPMinor Ranged 5Charm, Divine, ImplementTgt One enemy that is not your oath of enmity target
There is a spark of hatred in every foul creature, and in many fair ones. The power of your oath fans that spark, quick and lethal.
Atk Wis vs Will · Hit Tgt is dominated until SONT. Until this domination ends, tgt can attack only your oath of enmity target.

Level 29 Daily Prayers

DLYAspect of TerrorAvenger Attack 29 · PHB2Std Close burst 5Divine, Fear, Implement, PsychicTgt Each enemy in burst
You take on a terrifying aspect, assaulting your enemies’ minds and making them loath to attack you.
Atk Wis vs Will · Hit 5d6 + Wis psychic dmg, and you push tgt 3 sq. If tgt hits or misses you, it is stunned until the end of its next turn (save ends).
Miss Half dmg. If tgt hits or misses you before EONT, tgt is stunned until the end of its next turn.
DLYCataclysmic DuelAvenger Attack 29 · DPStd Melee wpnDivine, Thunder, WeaponTgt One creature
Mighty shock waves resound around you and your enemy. Each exchange of blows sends roiling tendrils of destruction across the battlefield.
Atk Wis vs AC · Hit 7[W] + Wis thunder dmg, and tgt takes a -2 penalty to attack rolls against you (save ends).
Eff Until the end of the encounter, whenever tgt hits you, it chooses one of your allies within 5 sq of you or within 5 sq of tgt. That ally is knocked prone. In addition, whenever you hit tgt, you choose an enemy other than tgt within 5 sq of you or within 5 sq of tgt. That enemy is dazed (save ends).
Miss Half dmg.
DLYDivide and CondemnAvenger Attack 29 · DPStd Melee touchDivine, Implement, Radiant, TeleportationTgt One creature
You stride instantly to your enemy and set your hand upon it, speaking a prayer of condemnation. Nearby enemies are scattered by your power.
Eff Before the attack, you teleport 10 sq. · Atk Wis vs Will · Hit 7d8 + Wis radiant dmg. · Miss Half dmg.
Eff You teleport each enemy adjacent to tgt 10 sq.
DLYEye of the HurricaneAvenger Attack 29 · DPStd Close burst 3Divine, Implement, Thunder
You inhale and draw your enemies close, using their energy to deliver a thunderous attack against the object of your malice.
1° Tgt Each enemy in burst · 1° Atk Wis vs Fortitude · Hit You pull the primary target 3 sq, and it is deafened (save ends).
Eff Make a melee secondary attack using your weapon.
2° Tgt One adjacent creature · 2° Atk Wis vs AC · Hit 6[W] + Wis dmg, plus 5 thunder dmg for each enemy adjacent to you.
DLYFiery VengeanceAvenger Attack 29 · PHB2Std Close burst 3Divine, Fire, Healing, Implement, RadiantTgt Each creature in burst
With a fearsome cry, you transfer the pain of your wounds into an outburst of cleansing fire.
Atk Wis vs Reflex · Hit 7d6 + Wis fire and radiant dmg.
Eff You regain HP as if you had spent a healing surge. Until the end of the encounter, any enemy that ends its turn adjacent to you takes 10 fire and radiant dmg.
Miss Half dmg.
DLYFinal OathAvenger Attack 29 · PHB2Std Melee wpnDivine, WeaponTgt One creature
Delivering a wicked blow, you swear to your god that either you or your foe shall die this day.
Atk Wis vs AC · Hit 9[W] + Wis dmg.
Eff Until the end of the encounter, you and tgt gain a +5 bonus to attack rolls against each other.
Miss Half dmg.
DLYImpaling SummonsAvenger Attack 29 · DPStd Ranged 10Charm, Divine, WeaponTgt One creature
Channeling the […] of the gods, you compel an enemy to […] itself onto your weapon.
Eff You pull tgt to a sq adjacent to you, then make the following melee attack against it. · Atk Wis vs AC · Hit 5[W] + Wis dmg. · Miss Half dmg.
DLYMarch of DoomAvenger Attack 29 · DPStd Close burst 5Charm, Divine, Teleportation, WeaponTgt One creature in burst
You command your foe to march to the place where you intend for it to die, and then send your allies to slay it there.
Eff You slide tgt 5 sq and teleport to a sq adjacent to it. You then slide each ally in the burst 5 sq to a sq adjacent to tgt. Then you make the following melee attack against it. · Atk Wis vs AC · Hit 5[W] + Wis dmg, and you knock tgt prone.
DLYMerciless NemesisAvenger Attack 29 · DPStd Melee wpnDivine, Teleportation, WeaponTgt One creature
As you attack, you appoint yourself the nemesis of your chosen foe. Where you go, it must follow.
Atk Wis vs AC · Hit 5[W] + Wis dmg.
Eff Until the end of the encounter, whenever you hit your oath of enmity target with an avenger attack power, you can teleport 5 sq and then teleport your oath of enmity target to a sq adjacent to you.
Miss Half dmg.
DLYTemple of ResolutionAvenger Attack 29 · PHB2Std Melee wpnDivine, Radiant, Weapon, ZoneTgt One creature
As you strike, a prison of radiant blades appears around you and your foe, ensuring that no other enemies interfere with your battle.
Atk Wis vs Reflex · Hit 5[W] + Wis radiant dmg.
Eff The attack creates a zone of radiant energy in a close burst 2. The zone lasts until the end of the encounter. Tgt takes 25 radiant dmg whenever it leaves the zone. Any enemy other than tgt takes 25 radiant dmg when entering the zone or ending its turn there. An enemy that enters or leaves the zone as a result of forced movement does not take this dmg.
Miss Half dmg.

Paragon Paths

At 11th level an avenger may take one of these paragon paths. Each grants path features at 11th and 16th levels plus the encounter, utility, and daily prayers shown.

Ardent Champion

“The fires of heaven inflame my soul. I am a sword in the hand of my god. Death means nothing to me!”

Prerequisite: Avenger, Censure of Pursuit class feature, oath of enmity power

Most avengers undergo training in secret temples or monasteries to prepare for their service and receive their powers through rites of initiation, but some are endowed with divine power simply through raw devotion to their god. Such avengers dig deep within themselves to find unmatched reserves of faith, making up for their lack of formal training with holy passion. These are ardent champions.

As an ardent champion, you are an outsider, your spirit touched directly by the hand of your deity. You are most likely unlearned in the esoteric lore of your faith, and you have little connection to any hierarchies associated with it. In fact, others who lack your passion might see you as a threat to the established ways. Where cynics and pragmatists see despair or uncertainty, you see only your divine patron’s will, and you set out to accomplish it regardless of obstacles. If you are meant to triumph, you will. If you are not, you are confident that you will soon be shown another way to serve your god.

Ardent Champion Path Features

Holy Ardor (11th level): Whenever you make two attack rolls because of your oath of enmity, you score a critical hit if both dice have the same roll, except if both rolls are 1.
Ardent Action (11th level): When you spend an action point to take an extra action, you can also make a saving throw or shift a number of squares equal to your Dexterity modifier.
Ardent Fury (16th level): Once per round when you score a critical hit against your oath of enmity target, you can shift 1 square and make a basic attack against that target as a free action.

Ardent Champion Prayers

ENCFanatical FlurryArdent Champion Attack 11 · DPStd Close burst 2Divine, WeaponTgt Your oath of enmity target and each enemy in burst
You launch a reckless attack against your chosen enemy and all foes nearby, ignoring your own safety.
Atk Wis vs AC · Hit 2[W] + Wis dmg.
Eff You take a -2 penalty to all defenses until EONT.
DLYBattle RaptureArdent Champion Utility 12 · DPMinor PersDivine, Stance
You enter a state of zealous passion, consumed by the power of your faith. Defeating your sworn enemy is a test of faith for you.
Eff Until the stance ends, your attacks deal extra dmg against your oath of enmity target equal to 1d10 + one-half your level. In addition, when any ally deals dmg (not ongoing dmg) to your oath of enmity target, you take 3d6 dmg.
DLYIrresistible ArdorArdent Champion Attack 20 · DPStd Melee wpnDivine, WeaponTgt One creature
Your spirit blazes with devotion, lending holy power to your strike. Your sworn enemy’s attacks are as nothing to you.
Atk Wis vs AC · Hit 4[W] + Wis dmg. You regain the use of an encounter power that you have already used during this encounter.
Eff Until you attack a creature other than your oath of enmity target or until the end of the encounter, you gain a +2 pwr bonus to all defenses against the attacks of your oath of enmity target.
Miss Half dmg.

Dervish of Dawn

“In the turnings of the dance, the divine purpose is made clear.”

Prerequisite: Avenger

You are among a small number of avengers who seek enlightenment through the study of desert dervish traditions. In the tireless turns of the dervish dance, the cares and distractions of the mortal world fall away, allowing you to perceive divine truths.

There are a number of dervish traditions, and not all dervishes are avengers; most are priests and scholars of desert peoples. Dervishes of the dawn represent a tradition celebrating the mystic power of the sunrise and venerating gods of hope and enlightenment. As a dervish of dawn, you are an agent of hope, a wandering mystic given the sacred task of fighting oppression and despair and setting an example of piety wherever you travel.

Dervish of Dawn Path Features

Celerity of Morning (11th level): When you spend an action point to take an extra action, you can also make a saving throw with a bonus equal to your Wisdom modifier.
Radiant Blessing (11th level): When you use an encounter or a daily attack power that has the radiant keyword, you gain a +2 bonus to all defenses until the end of your next turn.
Dervish Ecstasy (16th level): If you are bloodied during an encounter, you can use a second Channel Divinity power in that encounter.

Dervish of Dawn Prayers

ENCWhirling AssaultDervish of Dawn Attack 11 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature
You launch into a graceful, spinning dance as you close on your enemy. In the mesmerizing form of your dance, you free yourself from an enemy’s power and inspire your comrade as well.
Eff Before the attack, you shift 3 sq. · Atk Wis vs AC · Hit 2[W] + Wis radiant dmg. You and one ally within 10 sq of you can each choose to do one of the following things:
• Make an escape attempt against a grab as a free action.
• Make a saving throw against an effect that a save can end and that dazes, immobilizes, slows, or stuns.
DLYWild HopeDervish of Dawn Utility 12 · DPMinor PersDivine, Healing, Stance
Your dance inspires you to wild ecstasy. Mortals cannot long endure such joy, but each time you strike your foe, new vigor flows into you.
Eff Until the stance ends, whenever you hit one or more enemies with an attack, you regain HP = Wis. In addition, whenever you miss every target with an attack, you take 3 dmg.
DLYDance of SunriseDervish of Dawn Attack 20 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature
As you gracefully carry yourself across the battlefield, your weapon begins to gleam. For the rest of the fight, you glow with the hues of dawn, which scorch your foe with light.
Eff Before the attack, you shift 3 sq. · Atk Wis vs AC · Hit 3[W] + Wis radiant dmg. · Miss Half dmg.
Eff Until the end of the encounter, your at-will attack powers against tgt deal 1d8 extra radiant dmg to it.

Dread Imperator

“When the gods command, I make sure you obey.”

Prerequisite: Avenger, Censure of Unity class feature, oath of enmity power

In the days of the human empire of Nerath, many temples and faiths were wealthy and widespread enough to give rise to powerful hierarchies, kingdom-spanning organizations that often wielded both religious and secular power. These empires of faith lapsed into disorder when Nerath fell. Temples lost touch with each other, local leaders split from their distant masters, and disaffected people abandoned the great temples for generations. But in a few places, the titles and trappings of the old hierarchies survive. Imperators are among these surviving traditions, a reminder of the days when archpriests maintained temple armies led by imperators, ruled over estates, and sponsored vigilant orders of inquisitors to ferret out dissent and disloyalty.

As a dread imperator, you have been invested in accordance with the old ways. Even though your deity’s faith is only a shadow of its former kingdom-spanning glory, you still wield divine authority against your deity’s enemies. You have the power to compel obedience from your foes and inspire loyalty in your allies. You are a guardian of what you consider the right path, tirelessly seeking out foes both hidden and open. The day will come when the faith is restored throughout the lands, and you mean to be there to see it.

Dread Imperator Path Features

Deceptive Control (11th level): When your oath of enmity target misses you with an attack, you gain combat advantage against that target until the end of its next turn.
Imperious Action (11th level): When you spend an action point to take an extra action, you also slide an enemy within 5 squares of you 1 square or slide an ally within 5 squares of you 3 squares.
Templar Reaction (16th level): When any ally scores a critical hit against your oath of enmity target, you can make an opportunity attack against that target if it is within your reach. You gain a bonus to the damage roll equal to your Intelligence modifier.

Dread Imperator Prayers

ENCSoul StabDread Imperator Attack 11 · DPStd Melee wpnCharm, Divine, WeaponTgt One creature
A twist of your blade is a twist in your enemy’s soul […] it sideways to strike its companion.
Atk Wis vs AC · Hit [4[W]] + Wis dmg, and you slide tgt 2 sq. Tgt then makes a basic attack against a creature of your choice.
DLYCrown of SoulsDread Imperator Utility 12 · DPMinor PersDivine, Stance
The radiant crown settling on your brow symbolizes your mastery. Shadows of the crown flash above your companions.
Eff Until the stance ends, whenever you make multiple attack rolls at one time against your oath of enmity target and they would all hit, choose an ally within 5 sq of you. That ally gains a +1 pwr bonus to attack rolls and all defenses until EONT.
DLYImperator’s JudgmentDread Imperator Attack 20 · DPStd Melee wpnCharm, Divine, WeaponTgt One creature
You deliver a punishing blow to your foe while proclaiming judgment against it. For a moment, your divine authority compels it to obey you.
Atk Wis vs AC · Hit 3[W] + Wis dmg, and tgt is dominated until EONT.
Eff You gain another use of your soul stab power for this encounter.

Favored Soul

“Who am I? I am the sword of heaven, forged on the anvil of the world, and you have angered my master.”

Prerequisite: Avenger

You have long harbored a divine spark within yourself, a subtle shard of your god’s essence. Long has it lain dormant, but as you dispatch your enemies and see your oaths through, the essence awakens and infuses your body with astral brilliance until your mortal shell transmutes into something greater than what it once was. Your deeds are the catalyst for your transformation into a favored soul. Once you set foot on this glorious path, you ever after carry with you the blessings of your god.

Becoming a favored soul triggers several physical changes, specifically the appearance of feathery wings that grow, almost overnight, from your back. These wings have strength enough to bear your weight. Your feathers can be any color you like. As you continue down this path, your body lightens, your bones becoming hollow and strong so you can fly more easily without sacrificing your durability. By the time you complete this path, your lower body trails off into mist when you fly, thus marking you as one of the heavenly host, kin to angels, and a special servant of your god.

Favored Soul Path Features

Favored Action (11th level): When you spend an action point to take an extra action, you or an ally adjacent to you can also spend a healing surge.
Heaven’s Shield (11th level): While you have maximum hit points, you gain a +1 bonus to all defenses.
Heaven’s Boon (16th level): A pair of feathery wings unfolds from your back, and you gain a fly speed of 6. You can use this speed only if you are wearing no armor or light armor.

Favored Soul Prayers

ENCRadiant RushFavored Soul Attack 11 · DPStd Melee wpnDivine, Radiant, WeaponTgt Your oath of enmity target
You burst into action, speeding across the battlefield to smash into your enemy in a halo of radiance. If your blow misses, the light conceals you.
Atk Wis vs AC · Hit 2[W] + Wis radiant dmg, you push tgt 2 sq, and tgt is dazed until EONT.
Miss You gain concealment until EONT. · Spec When charging, you can use this power in place of a MBA.
DLYWings of AngelsFavored Soul Utility 12 · DPMinor PersDivine, Healing, Stance
Your lower body fades into swirling mist as you gain mastery of your airborne movement.
Eff Until the stance ends, your fly speed increases by 4, and you can hover. In addition, while you aren’t bloodied, you gain regeneration = Wis.
DLYCelestial SkirmishFavored Soul Attack 20 · DPStd Melee wpnDivine, Radiant, WeaponTgt One creature
You take to the sky, your weapon aglow. You swoop and strike repeatedly as you dart past your foes.
Eff You fly your speed + 2. During this movement, you gain a +6 bonus to AC against OAs. At any point during the movement, you can make the following attack three times, each time against a different target. · Atk Wis vs AC · Hit 2[W] + Wis radiant dmg. If you hit two creatures, the second is dazed (save ends). If you hit three creatures, the third is stunned (save ends).

Hammer of Judgment

“The hammer of the smith must sometimes also be the hammer of the warrior.”

Prerequisite: Avenger

As the blacksmith’s hammer shapes metal according to the smith’s will, so you have been sent to shape the world to your god’s will. A tool and a weapon in your god’s hand, you are called to shape the course of kingdoms and punish those who stand opposed to the ways of your god. Although the smith’s hammer is a tool of building and creation, in time of need it can also be a weapon of destruction. In following this path, you emphasize the control elements of many avenger powers, particularly pulling, pushing, sliding, and teleporting your foes. You gain abilities that let you push your foes even with powers that don’t normally involve forced movement and that increase the distance you move your foes with your powers. True to the name of this path, you are most effective if you are wielding a hammer, such as a maul.

Hammer of Judgment Path Features

Avalanche Action (11th level): When you spend an action point to make an attack and that attack hits, you push each target you hit with that attack a number of squares equal to your Intelligence modifier.
Bone Crusher (11th level): Whenever you hit a creature with a daily attack power, that creature takes a –2 penalty to AC until the end of your next turn.
Bloodthirsty Hammer (16th level): Whenever you pull, push, slide, or teleport a bloodied creature by using a power, you can move the creature an additional 2 squares.

Hammer of Judgment Prayers

ENCThunder HammerHammer of Judgment Attack 11 · PHB2Std Close burst 3Divine, Thunder, WeaponTgt Each enemy in burst
You slam your weapon into the ground, and the earth itself transmits your god’s wrath, bludgeoning your enemies with the force of thunder and either knocking them to the ground or driving them back.
Atk Wis vs Fortitude · Hit 2[W] + Wis thunder dmg, and you either knock tgt prone or push it 2 sq.
Wpn If you are wielding a hammer, the number of sq you can push tgt equals 1 + Int.
ENCResolve of SteelHammer of Judgment Utility 12 · PHB2Minor PersDivine
Like steel forged and tempered by a master smith, you resist the worst of your enemies’ attacks.
Eff You gain resist 10 to all dmg until EONT.
DLYHammer of the Final PronouncementHammer of Judgment Attack 20 · PHB2Std Melee wpnDivine, WeaponTgt One creature
Your god’s judgment drives your foe back and roots it to the ground.
Atk Wis vs AC · Hit 4[W] + Wis dmg. You push tgt 3 sq, and it is immobilized (save ends).
Miss Half dmg. You push tgt 3 sq, and it is immobilized until EONT. · Wpn If you are wielding a hammer, the number of sq you can push tgt equals 3 + Int.

Oathsworn

“Your words are nothing but wind. My words endure.”

Prerequisite: Avenger, oath of enmity power

For certain avenger sects, the swearing of oaths is a central part of their religious observances and their rites of initiation. In the teachings of these sects, an oath sworn by an avenger is akin to the words of creation spoken by the gods to give lasting form to the world; when the avenger’s will and the god’s will are one, an avenger’s oath has the power to make reality conform to the words of the oath. As a member of one of these oathsworn sects, your oath of enmity power carries particular weight. When you swear your god’s judgment against a foe, that creature’s attacks are less likely to harm you. As you advance along the oathsworn path, you gain powers that are more effective against the target of your oath, weakening it or making it vulnerable to your later attacks. You can even grant the benefit of your oath of enmity to your allies for a short time, ensuring that they help you bring your foe to justice.

Oathsworn Path Features

Blood Oath (11th level): You gain a +1 bonus to all defenses against attacks made by your oath of enmity target.
Sworn Action (11th level): When you spend an action point to make an attack, you make two attack rolls against each target of that attack and use either result.
Enduring Oath (16th level): When your oath of enmity target drops to 0 hit points, you can spend a healing surge as a free action.

Oathsworn Prayers

ENCOath of WeaknessOathsworn Attack 11 · PHB2Std Melee wpnDivine, WeaponTgt Your oath of enmity target
As you strike your sworn foe, the power of your oath saps its strength and will.
Atk Wis vs AC · Hit 2[W] + Wis dmg, and tgt is weakened until EONT.
DLYSworn CrusadeOathsworn Utility 12 · PHB2Minor Close burst 5DivineTgt Each ally in burst
The holy nimbus representing your oath against an enemy surrounds your allies too, endowing them with deadly accuracy.
Eff Until EONT, each target makes two attack rolls and uses the result he or she prefers when making a melee attack against your oath of enmity target.
DLYOath BondOathsworn Attack 20 · PHB2Std Melee wpnDivine, WeaponTgt Your oath of enmity target
You bind a foe with your oath, consigning it to your god’s punishment.
Atk Wis vs AC · Hit 3[W] + Wis dmg.
Eff Tgt gains vulnerable 5 to your attacks (save ends).

Relentless Slayer

“I am the bane of your kind.”

Prerequisite: Avenger, oath of enmity power

Many avengers find themselves confronting some great threat, such as a group of drow seeking to enslave a surface kingdom, an incursion of demons, a cult of Tharizdun worshipers, or an empire of vampires secretly ruling over human cities. Whatever the threat might be, it is dire enough to drive you to an old and powerful rite of sacred commitment. Through prayerful vigils, you have invested your oath of enmity with tremendous potency. All avengers rely on oath of enmity, but you draw on yours to perform exceptional feats in battle.

As a relentless slayer, you are always alert for signs that your enemies are at work. Your adventures often lead you away from a longtime adversary for weeks or months at a time, but you know that you have a sacred duty to which you must eventually return.

Choosing a Slayer’s Enemy

Consult with your Dungeon Master about an appropriate enemy for your character. It should be a kind of monster you’ve faced before, and one that the DM plans to feature occasionally in upcoming adventures. A slayer’s enemy is a specific group of monsters—for example, demons, devils, drow, fire giants, minotaurs, or vampires.

Relentless Slayer Path Features

Slayer’s Oath (11th level): Whenever you use oath of enmity, you can target a second enemy with it if that enemy is your slayer’s enemy (see the sidebar). In addition, when you make an attack and could make two attack rolls because of oath of enmity, you can choose to forgo making the second roll to cause the attack to deal 2d6 extra damage instead. You make this choice before making the first attack roll.
Lethal Action (11th level): If you spend an action point to make an attack against your oath of enmity target, the attack can score a critical hit on a roll of 18–20.
Relentless Determination (16th level): When you fail a saving throw against an effect caused by an enemy, your divine attack powers deal 5 extra damage until the end of your next turn.

Relentless Slayer Prayers

ENCSlayer’s GambitRelentless Slayer Attack 11 · DPStd Melee wpnDivine, WeaponTgt Your oath of enmity target
You recklessly bull your way through the press of enemies to meet your destiny near your chosen foe.
Eff You move your speed to a sq where your oath of enmity target is within your reach. During this movement, you can move through enemies’ sq. Then you make the following attack. · Atk Wis vs AC · Hit 2[W] + Wis dmg. The attack deals 5 extra dmg for each OA made against you during the movement that is part of this power.
DLYRelentless FervorRelentless Slayer Utility 12 · DPMinor PersDivine, Stance
Success against your chosen foe creates opportunities against nearby enemies.
Eff Until the stance ends, when you make two attack rolls because of your oath of enmity, make the rolls one at a time. If the first attack roll hits, you can choose to use the second attack roll as a MBA against another enemy within reach.
DLYSlayer’s AscendancyRelentless Slayer Attack 20 · DPStd Melee wpnDivine, Stance, WeaponTgt One enemy
Through the power of your goal, you see the battle as if everyone else was moving at half speed.
Atk Wis vs AC · Hit 4[W] + Wis dmg.
Eff You assume the slayer’s stance. Until the stance ends, you can make a MBA once per round as a minor action.
Miss Half dmg.

Serene Initiate

“Only when the mind is calm and the passions stilled can the divine purpose be understood. Never do I wield my sword in anger—only in necessity.”

Prerequisite: Avenger, oath of enmity power

Between adventures, you strive to set an example of moderation and piety. Many serene initiates are cloistered monks who pass their days in monasteries, leading lives of self-discipline and prayer until they are needed to confront darkness again.

You have chosen to follow a path of contemplation and calm. Some heroes are ruled by their passions, but you seek a disciplined approach to your quests. You are not emotionless, but you believe that you should rule your emotions instead of being ruled by them. Anger, despair, fear—all turn the mortal heart away from the divine will. Likewise, you must remain vigilant against excesses of mirth, desire, or pride. You believe that powerful emotions and worldly attachments entangle the spirit with the mortal realm and keep you from paying attention to what is most important.

Although you are slow to anger and careful in your actions, you are no pacifist. The world is full of dangers that must be met with force, and you are a warrior sworn to the service of the divine. When violent action is necessary—as it all too often is—you battle your enemies with dispassionate efficiency. You see no reason to waste words on those who can’t or won’t listen, or to extend mercy to those who would try to exploit it.

Serene Initiate Path Features

Calm Eye (11th level): When you spend an action point to use an at-will attack power, that attack deals 2d10 extra damage.
Serene Edge (11th level): When you miss your oath of enmity target with an encounter attack power, the attack deals damage to the target equal to your Dexterity modifier.
Certain Cut (16th level): When you miss your oath of enmity target with an at-will attack power, the attack deals damage to the target equal to your Dexterity modifier.

Serene Initiate Prayers

ENCDefining CutSerene Initiate Attack 11 · DPStd Melee wpnDivine, WeaponTgt One or two creatures
Your deadly calm shapes the battle.
Atk Wis vs AC. If one of the targets is your oath of enmity target, both targets are treated as your oath of enmity target for this attack. · Hit 3[W] + Wis dmg. Until EONT, tgt takes 10 dmg the first time it uses an attack other than a basic attack.
DLYDeadly CalmSerene Initiate Utility 12 · DPMinor PersDivine, Stance
Without malice, without anger, each blow is delivered as smoothly and perfectly as a one-word prayer.
Eff Until the stance ends, when you make two attack rolls because of oath of enmity and both would hit, tgt takes extra dmg equal to one-half your level.
DLYHeaven’s EdgeSerene Initiate Attack 20 · DPStd Melee wpnDivine, WeaponTgt One creature
Your strike wins the favor of your deity, which in turn guides your weapon against your sworn foe.
Atk Wis vs AC · Hit 3[W] + Wis dmg. Before the end of the encounter, when you are next able to make two attack rolls because of your oath of enmity, you can instead make three attack rolls and use the result you prefer.
Spec If you have no encounter attack powers available when you use this power, it is reliable.

Unveiled Visage

“Look upon my face and see the face of my god.”

Prerequisite: Avenger

At the culmination of your rite of initiation years ago, one of the avengers in your secret temple pulled back the hood of a voluminous cloak to reveal a face that was not mortal, but fully divine. You saw the face of your god in that moment, and that sight transformed you. That knowledge of divine presence is what allows you to wield the power you have and what authorizes you to act in your god’s name. Slowly — ever so slowly — you are growing into the image of your god, to the point where your face begins to reveal your deity’s countenance as well. Your path is about your own physical and spiritual transformation. You can tap into the vigilance of the divine mind and transform yourself into a divine aspect not unlike an angel, flying on wings to better fight your god’s foes.

Unveiled Visage Path Features

Unveiled Action (11th level): When you spend an action point to take an extra action, you also gain an extra use of one of your Channel Divinity powers during this encounter.
Soaring Charge (11th level): When you charge, you can fly your speed as part of the charge. You also gain a +2 bonus to all defenses against opportunity attacks you provoke while moving during the charge.
Bloodied Might (16th level): The first time you become bloodied during an encounter, you regain the use of radiant visage if you have already used it during this encounter.

Unveiled Visage Prayers

ENCRadiant VisageUnveiled Visage Attack 11 · PHB2Std Close blast 5Divine, Implement, RadiantTgt Each enemy in blast
The light of your god’s presence shines from your face, searing your foes.
Atk Wis vs Reflex · Hit 3d6 + Wis radiant dmg.
ENCDivine VigilanceUnveiled Visage Utility 12 · PHB2Move PersDivine
With senses heightened by your god’s presence, you dash past your foes and deny them any opening to attack you.
Eff You shift your speed. You don’t grant CA to any enemy until EONT.
DLYDivine AspectUnveiled Visage Attack 20 · PHB2Std Close burst 1Divine, Implement, Polymorph, RadiantTgt Each enemy in burst
You become a more perfect expression of your god’s presence, blistering your enemies with the light of your spirit and sprouting radiant wings to finish the battle.
Atk Wis vs Reflex · Hit 5d6 + Wis radiant dmg.
Eff Until the end of the encounter, you gain a +2 pwr bonus to AC. In addition, you gain a fly speed equal to your speed, and you can hover.

Watchful Shepherd

“Sometimes it falls to me to keep the wolves away from the flock. I do what I can.”

Prerequisite: Avenger

Hidden orders and secret ceremonies of initiation are the way for many avengers, but you have come to embrace a simpler tradition. You are a protector of the common folk who hides in plain sight. With a quiet manner and thoughtful devotion, you are a steward of the gods’ teachings, and between adventures you pay as much attention to the spiritual well-being of the common folk as you pay to your avenger prayers.

Many of the people you guard think you are nothing more than a rustic village priest or a wandering friar—unusually wise and compassionate, perhaps, but certainly no monster-slaying hero. They’re mistaken, of course, but that suits you just fine. While you tend to their spiritual needs, you remain vigilant for trouble; brigands, marauders, hungry monsters, and villains all seek to prey on the weak and defenseless, so you stand guard over your flock to keep these threats at bay.

You prefer to avoid fame and glory, since that way leads to pride and an inevitable fall. To you it’s far better to allow your fellow adventurers to bask in the triumphs of the day and downplay your own contributions. After all, you believe that your reward lies in the next world, not in this one.

Watchful Shepherd Path Features

Stronger and Stronger (11th level): When you spend an action point to take an extra action, you also regain hit points equal to 1d6 + one-half your level.
Shepherd’s Guard (11th level): When you spend a healing surge, each ally adjacent to you regains hit points equal to your Intelligence modifier.
Humble Determination (16th level): While you are bloodied, when your oath of enmity target damages you (not with ongoing damage), your attacks deal 1d6 extra damage until the end of your next turn.

Watchful Shepherd Prayers

ENCShepherd’s AegisWatchful Shepherd Attack 11 · DPStd Melee touchDivine, Implement, RadiantTgt One creature
The brilliance of your holy symbol wards your enemy against hate and reckless wrath.
Atk Wis vs Reflex · Hit 2d8 + Wis radiant dmg. Until EONT, tgt takes 2d10 radiant dmg the first time it attacks you or an ally within 2 sq of you.
DLYHidden StrengthWatchful Shepherd Utility 12 · DPMinor PersDivine, Stance
Your devotion provides you with a reservoir of hidden strength, which your enemies do not suspect.
Eff Until the stance ends, you gain a +1 pwr bonus to attack rolls and all defenses. If you have reached at least one milestone today, you instead gain a +2 pwr bonus.
DLYQuell the HatefulWatchful Shepherd Attack 20 · DPStd Melee touchDivine, Healing, Implement, PsychicTgt One creature
Your prayer quells your foe’s will to harm you and your [allies]. The anger you take from your foe becomes healing power in your hands.
Atk Wis vs Will · Hit 3d8 + Wis psychic dmg, and tgt takes a -4 penalty to attack rolls (save ends).
Eff You and each bloodied ally within 5 sq of you can spend a healing surge.
Miss Half dmg.

Weapon of Fortune

“Everything comes down to chance: whether I live and whether you die.”

Prerequisite: Avenger, oath of enmity power

You are a servant of a deity of luck, and you completely trust your own good fortune. As a symbol of your devotion to chance, you always carry a set of dice with you. When in doubt, you trust the dice to determine your actions. Just like the wind, you can be gentle and complacent or a dangerous storm capable of destroying those who stand in your way. Although you are always unpredictable, you can be a brave and loyal companion; fortune brought your company together, after all, and you know better than most that great deeds often flow from unlikely friendships or chance meetings.

You are probably a worshiper of Avandra or a similar deity. Your purpose is to inspire people to be daring, to take chances and seize opportunities, for those who take no risks never realize their full potential. In battle, you have learned to rely on chance. You are a potent combatant when luck favors you.

Although you might not represent the typical image of a divine servant, you are nonetheless a faithful devotee of your deity and your beliefs. You have little regard for the strictures of formal worship—you’re more likely to be found gambling in a tavern than praying in a temple. But when chance leads you down the path to adventure or into a situation that demands action, you don’t hesitate to join the fight. After all, that’s what the dice told you to do.

Weapon of Fortune Path Features

Fortune Favors the Fortunate (11th level): When you spend an action point to take an extra action, roll a d6. If the result is 6, you take the extra action but keep the action point, and you can use another action point during the same encounter.
I’ll Take That Bet (11th level): When you take a critical hit or when your oath of enmity target scores a critical hit, you can roll a d6 as a free action. If the result is 1, you take 2d6 damage. If the result is [5 or] 6, the critical hit becomes a normal hit.
Luck Is on My Side (16th level): When you roll a 20 on a saving throw, you end two effects on yourself that a save can end.

Weapon of Fortune Prayers

ENCLuck, Not SkillWeapon of Fortune Attack 11 · DPStd Melee wpnDivine, WeaponTgt One creature
It’s better to be lucky than skillful. You swing wildly, hoping that your enemy fails to get out of the way.
Atk Wis vs AC. You can choose to take a -4 penalty to the attack roll. If you do so, the attack deals 2[W] extra dmg if it hits. · Hit 2[W] + Wis dmg.
DLYSigns of FavorWeapon of Fortune Utility 12 · DPMinor PersDivine, Healing, Stance
Your prayer invokes divine favor or disfavor on your efforts. Your successful strikes against your sworn foe lend you new strength, but each miss weakens you with doubt.
Eff Until the stance ends, whenever you hit your oath of enmity target, you regain HP = Wis, but whenever you miss that target, you take 5 dmg.
DLYGambler’s FlourishWeapon of Fortune Attack 20 · DPStd Melee wpnDivine, WeaponTgt One creature
Your weapon swings true, but sometimes a bit of [extra] risk is worth the payoff.
Atk Wis vs AC. You can choose to take a -5 penalty to the attack roll. If you take the penalty and the attack hits, tgt is stunned instead of dazed and takes a -2 penalty to saving throws (save ends both). If you take the penalty and the attack misses, you grant CA until EONT. · Hit 4[W] + Wis dmg, and tgt is dazed (save ends).
Miss Half dmg, and tgt is dazed until the end of its next turn.

Zealous Assassin

“It is the will of Sehanine that the servants of Lolth should die as they lived — in silence and in secret.”

Prerequisite: Avenger, trained in Stealth

Every avenger is trained in the ruthless art of combat and skilled in the art of isolating a foe and dispatching it with a few swift blows. Some avenger sects also emphasize the art of stealth — particularly those dedicated to deities who favor stealth, shadows, and secrecy, including Sehanine, Lolth, Zehir, and Vecna. Among these avengers, the most dangerous follow the path of the zealous assassin. As a follower of this path, you embody devotion and ruthlessness in equal measure. Your skills are focused on the ability to slip in and out of shadows at the edge of combat, dealing blows that quickly dispose of enemies. You master techniques that take advantage of openings in combat, dealing greater damage when you have combat advantage or against bloodied foes. At the culmination of the path, you can make yourself invisible to your foe, then sear it with blinding radiance that leaves it more susceptible to your attacks.

Zealous Assassin Path Features

Divine Shroud Action (11th level): When you spend an action point to take an extra action, you also gain concealment until the end of your next turn, and you can teleport 3 squares as a free action before or after the extra action.
Finishing Technique (11th level): When you hit a bloodied target that is granting combat advantage to you, the attack deals 1d6 extra damage against the target.
Zealot’s Veil (16th level): When you charge, you can make a Stealth check opposed by the passive Perception check of the target of your charge attack. (You don’t take a penalty to this check for moving during the charge.) If the check succeeds, you gain combat advantage for the attack.

Zealous Assassin Prayers

ENCStrike from Empty AirZealous Assassin Attack 11 · PHB2Std Melee wpnDivine, Teleportation, WeaponTgt One creature
You teleport to the perfect position to deliver a deadly strike against your foe.
Atk Wis vs AC · Hit 3[W] + Wis dmg. If you have CA against tgt, the attack deals 1[W] extra dmg.
Eff Before or after the attack, you teleport 2 sq.
DLYAvenging ShadowZealous Assassin Utility 12 · PHB2Minor Close burst 10Divine, IllusionTgt One enemy in burst
You call upon your god to blot your image from your foe’s mind.
Eff You become invisible to tgt until EONT. If tgt is your oath of enmity target, you become invisible to it (save ends).
DLYBlade of the ZealotZealous Assassin Attack 20 · PHB2Std Melee wpnDivine, Radiant, WeaponTgt One creature
Your weapon sears your foe with radiant energy and leaves it vulnerable to your attacks.
Atk Wis vs AC · Hit 4[W] + Wis radiant dmg. Tgt takes ongoing 10 radiant dmg and grants CA to you (save ends both).
Miss Half dmg. Tgt takes ongoing 5 radiant dmg and grants CA to you (save ends both).

Avenger (PHB2 + Divine Power) —