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Invoker

“The only thing stronger than my faith is the fire I use to burn away those who stand against the will of the gods.”

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 · Std/Minor/OA/Imm Intr/Opp summoned creature’s actions  |  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

RoleController. You invoke the power of a god to blast your foes from a distance, leave them unable to defend themselves, and scatter them to the four winds. Depending on your choice of class features and powers, you lean toward either leader or striker as a secondary role.
Power SourceDivine. You practice an ancient form of divine magic, wielding the power that the gods themselves used in their battle against the primordials.
Key AbilitiesWisdom, Constitution, Intelligence
Armor ProficienciesCloth, leather, hide, chainmail
Weapon ProficienciesSimple melee, simple ranged
ImplementsRods, staffs
Bonus to Defense+1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level10 + Constitution score
Hit Points per Level Gained4
Healing Surges per Day6 + Constitution modifier
Trained SkillsReligion. From the class skills list below, choose three more trained skills at 1st level.
Class SkillsArcana (Int), Diplomacy (Cha), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int)
Class FeaturesChannel Divinity, Divine Covenant, Ritual Casting
Build OptionsMalediction invoker, preserving invoker, wrathful invoker

At the dawn of time, the gods who inhabited the Astral Sea warred with the primordials of the Elemental Chaos, the mighty beings who shaped the world out of formless void. The greatest of the gods’ mortal agents in that war were invokers, imbued with a fragment of the gods’ own might to fight alongside them. No other mortal servant of the gods can claim the same kind of power. Through rites of investiture, avengers, clerics, and paladins gain the ability to manifest echoes of that power, uttering careful prayers and channeling divine energy through their holy symbols. You, however, channel your god’s power directly. No mere symbol can contain it, for you speak the words of creation, shaping the universe to your and your god’s will.

Perhaps you were trained in a secret monastery, or you studied in a library where the universe’s oldest lore was preserved. Or perhaps you experienced the presence of your god firsthand and took a shard of divine power into yourself. You might even be an immortal born into flesh, slowly awakening to the awesome divine power that is your birthright. Whatever your past, you are among the gods’ most trusted servants, bound to a covenant in which you swore to use divine power with great care. To what end will you wield that might?

“Do not look to me for forgiveness. Do not implore me to be merciful. I am a truth unendurable and a reckoning of wrongs, and I am here to call you to account.”

You are a speaker of truth and a shouter of defiance. Through your hand, your staff, and your voice the power of the gods is loosed against your foes. You scour enemies by the half-dozen with divine power: blinding them with radiance, hammering them with thunder, burning them with holy flame, driving them to the ground, and binding them in chains of light. Your words of judgment are the last the gods’ enemies hear.

Unlike divine characters who gain their powers through rites of investiture, invokers gain their powers through covenants made directly with the gods. The Covenant of Preservation and the Covenant of Wrath are presented in Player’s Handbook 2; the Covenant of Malediction is described here. All invokers rely on fragments of the words of creation to some extent, but as a malediction invoker, you master more of these ancient syllables and wield their power against your foes. Like the Covenant of Wrath, the Covenant of Malediction is an offensively oriented path. Many of its powers cripple enemies’ defenses and prove unusually difficult to shake off.

Class Features

Invokers have the following class features.

Channel Divinity

Once per encounter, you can use a Channel Divinity power. You start with two Channel Divinity powers: rebuke undead and a power determined by your Divine Covenant. You can gain additional Channel Divinity powers by taking divinity feats.

Divine Covenant

Invokers wield ancient divine power that is not accessible to most mortals—only to those who enter into a personal covenant with a god. Invokers undergo long years of study and testing. Only after that time are they allowed to enter into the final covenant that grants them access to this class’s powers. Some say that, in the final swearing of the covenant, the invoker’s god briefly manifests, but the details of an invoker’s initiation are a closely held secret. Choose one of the options described below. The Divine Covenant you choose provides you with a Channel Divinity power and a covenant manifestation that takes effect whenever you use a divine encounter or daily attack power. Your choice also provides bonuses to certain invoker powers, as detailed in those powers.

Covenant of Preservation

The gods have charged you to defend the faithful and to ally with those who seek to defeat the gods’ enemies.

Channel Divinity: You gain the Channel Divinity power preserver’s rebuke.
Covenant Manifestation: When you use a divine encounter or daily attack power on your turn, you can slide an ally within 10 squares of you 1 square.

Covenant of Wrath

You have sworn to seek out and destroy those that oppose the gods. Primordials, demons, and devils fall before your magic like wheat before a scythe.

Channel Divinity: You gain the Channel Divinity power armor of wrath.
Covenant Manifestation: When you use a divine encounter or daily attack power on your turn, you gain a bonus to the damage roll equal to 1 for each enemy you attack with the power.

Covenant of Malediction

When you choose your Divine Covenant, you can select the Covenant of Malediction instead of another option, such as the ones in Player’s Handbook 2.

The gods entrust you with the invocations of destruction used in their war against the primordials, so you can carry forward their sacred cause and ensure that the world’s enemies never rise again.

Channel Divinity: You gain the Channel Divinity power maledictor’s doom.
Covenant Manifestation: When you use a divine encounter or daily attack power on your turn, you can push one target hit by the power 1 square after the power’s effect is resolved.

Ritual Casting

You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals (see Chapter 10 of the Player’s Handbook). You own a ritual book, and it contains two rituals of your choice that you have mastered: Hand of Fate and one 1st-level ritual.

Once per day, you can use Hand of Fate without expending components.

Implements

Invokers do not make use of holy symbols, since they believe that their magic predates and transcends such representations of divine power. Instead, invokers make use of rods and staffs as representations of the gods’ dominion over the world. When you wield a magic rod or a magic staff, you can add its enhancement bonus to the attack rolls and the damage rolls of invoker powers and invoker paragon path powers that have the implement keyword. Without an implement, you can still use these powers.

Invokers and Deities

Choice of Deity: Like other divine characters, invokers are dedicated servants of one or more deities. Most invokers devote themselves to a single deity, but all invokers recognize the entire pantheon as worthy of respect (see “Deities,” Player’s Handbook, page 20). Whereas a cleric might revere Corellon and despise Lolth as a rival and enemy, an invoker dedicated to Corellon recognizes Lolth and her servants as comrades in arms against the forces that seek to destroy the world and the gods. That’s not to say that you can’t oppose the evil schemes of Lolth’s followers if you’re dedicated to Corellon, only that you shouldn’t lose sight of the grander scheme of things.
Choice of Alignment: Invokers don’t gain their power through rites of investiture or ordination, as avengers, clerics, and paladins do. You bear the touch of your god’s own hand on your soul, a direct channel through which divine power can flow into the world, shaped by your will. Because you strive to bring your will into perfect accordance with your deity’s, your alignment must match your deity’s. For instance, an invoker of Moradin must be lawful good, an invoker of Pelor must be good, and an invoker of Ioun must be unaligned.

Creating an Invoker

Invokers rely on Wisdom—as an expression of their link to the divine will—for the accuracy and potency of their attacks. Each invoker enters into a covenant with a god, a sworn pact in which the invoker agrees to fulfill certain duties in exchange for the divine power he or she will use to carry out those duties. The two most common covenants—the Covenant of Preservation and the Covenant of Wrath—lend themselves to two common invoker builds. Even though you must choose a covenant, you can choose any powers you like to help you fulfill it.

Player’s Handbook 2 introduced the preserving invoker and the wrathful invoker. This chapter adds the malediction invoker, whose pronouncements on the battlefield bring ruin to those that would stand in opposition.

Malediction Invoker

The malediction invoker build is based on the Covenant of Malediction. The malediction invoker employs dread words of power to eradicate the gods’ foes. These words of power come from the gods’ lexicon, the very words of creation. The words are frequently too potent for mortals, imperiling the health and sanity of those who speak them. Malediction invokers need a high Wisdom score to intone the words properly and to piece together the inflections and holy grammar required to use the words in battle. Words of power bear a physical price, so malediction invokers should consider making Constitution their second highest ability, followed closely by Intelligence.

**New option presented in Divine Power.*

Preserving Invoker

You defend your allies, combining defensive magic with prayers that hinder or prevent your enemies’ attacks. Wisdom should be your highest ability score, followed by Intelligence, since you need foresight and cunning to protect your allies. Choose powers that grant defensive benefits to your allies or penalties to your enemies. The preserving invoker leans toward leader as a secondary role.

Wrathful Invoker

You are an instrument of divine wrath, smiting those who have the temerity to doubt the reach of your god’s power. Make Wisdom your highest ability score, followed by Constitution, since your physical durability allows you to withstand and channel divine wrath. Focus on powers that bring ruin to your foes. The wrathful invoker leans toward striker as a secondary role.

Invoker Overview

Characteristics: Your powers are aimed at controlling your foes: slowing, stopping, or compelling their movement; weakening their attacks; or hedging them in zones of divine fire. You summon angelic beings to face your enemies, and you empower your allies to fight with divine fervor.
Religion: Like clerics, invokers can worship any deity, but few invokers serve gods who are newer arrivals to the pantheon, such as the Raven Queen and Vecna. Invokers dedicated to Bahamut often revere Tiamat as well, worshiping those two gods as the two halves of the slain dragon-god Io. More than most other divine characters, invokers offer prayers to and call on favors from the entire pantheon, for all the gods, whatever their alignments, fought together against the primordials.
Races: Dwarves and devas make particularly good invokers; both the dwarven devotion to the gods and the devas’ heritage lend themselves to the invoker’s worldview. Ancient and long-lived, eladrin and elves have a racial memory that keeps alive the legends of the first wars between the gods and the primordials, and the two races often follow in the paths of the first invokers. Invokers can be found among all races, however.

Invoker Lore

Avandra and the First Doppelganger

When the world was young, Avandra was deeply involved in the lives of its creatures. She delighted in making their lives better. One mortal who was the object of Avandra’s favor was a beautiful woman who was pursued by a cruel suitor. This suitor set his servants on her like hunting dogs. Two times Avandra helped the woman to flee or fight by changing her luck, and each time the woman praised Avandra after her escape.

The third time the woman was threatened, Avandra gifted her with the power to change her form so that she could save herself from any future threat. The woman used her power to become an assassin, killing her suitor and all who served him. When Avandra sought her out to rebuke her, the woman used her power to hide from the goddess. By the time Avandra found the woman, her children’s children had given birth to many more offspring, all having the power to change shape. The goddess’s gift, once given, could not be taken away. Thus the race of doppelgangers, or changelings, was born.

From that episode Avandra learned a bitter lesson about being overly generous to mortals. Ever since then, she has been careful to help mortals only in small ways, often hiding her hand. By allowing mortals to face their own problems, Avandra provides them with the chance to discover their full potential.

Crafting a Covenant

Invokers take an oath to oppose the gods’ enemies when they gain their powers, but your invoker’s covenant need not be so simple. Consider adding other promises or special taboos to make your connection to your deity more distinct.

Maybe you agreed to bear the gods’ power in order to avenge some wrong, and as repayment for the power they granted toward this end, you must complete a particular quest. Perhaps you have sworn not to kill members of some race or organization favored by the god you serve. Your covenant might drive you to take seemingly inconsequential events or concepts as seriously as life and death. For example, you might have sworn to protect love as a follower of Sehanine, thus forcing you to break battle lines as you seek to reunite two young lovers drawn apart by war.

Your worship might include rites unknown to other faithful, or you might adhere to prohibitions that seem odd. You can simply do strange things for the humor of it, or you can craft these taboos or ceremonies so that they have meaning based on the deity you follow. Perhaps, as a follower of Melora, you can’t cross running water without first throwing something in. Maybe Moradin demands that you say a blessing over every forge you see. Kord might call upon you to engage in all contests of strength that you encounter. As an adherent of the Raven Queen, you might speak a small prayer for the souls of the dead bodies you discover, and you might even breathe a well-wishing in the midst of battle for the souls you send on their way.

Destined for Greatness

As an invoker, you have been personally chosen by the gods to serve their ends. How does that make you feel? Do you envy those who are able to pursue their own destinies, or do you take great pride in your contact with the divine? Others, even other divine characters, lack your moment-by-moment connection to the gods. They have faith, but you know. Do you feel pity for them, or are you awed by their greater devotion?

Is your covenant a burden imposed upon you, or did you seek it? Do you revel in your power, or do you regret the oath you made? Do you seek the gods’ approval with your deeds, or are you confident that the choices you make represent their desires?

Invoker Origins

As an invoker, you make a covenant with one or more gods to carry a fraction of their power and use it in their names. How did that promise come about? Did you have a fateful meeting with a strange mystic? Did the gods speak to you in a dream or through a waking vision? Have you met an angel, an exarch, or even the deity embodied? Perhaps you sealed the deal on another plane, miraculously transported there by the power that desired your service. It could be that you were born with your gifts and grew up knowing that your destiny was to use them in a deity’s service. For a darker twist, maybe an evil deity gave you your powers, but you seek to use them in a righteous way and to serve another deity in the hopes that your deeds can overcome the oaths you swore.

Serving Evil Gods

As an invoker, you can’t dedicate yourself to an evil deity without matching the god’s alignment, but that doesn’t mean the dark gods can’t ask for some return on the immortals’ divine investment. Perhaps you hear Tiamat’s whispers amid the clinking of coins. Maybe snakes occasionally raise their heads and hiss Zehir’s wishes. When you battle Bane’s followers, they might salute you and not raise their hands against you unless you first attack them.

If you’re interested in roleplaying through this gray area, talk about it with your DM and discuss some of the ways that the evil gods might call in their debts. You don’t want to derail the game by betraying the other PCs or committing disruptive acts, but a character who occasionally walks the narrow path between right and wrong can give the DM story ideas and be great fun for everyone. Then, when an envoy of Vecna gives you the information you need to do some great service for the gods and the world, surely you can do some small favor in return….

The War of Winter

Over the ages, the gods have battled one another on many occasions. Battles between Tiamat and Bahamut and between Bane and Gruumsh are still being fought. But most deities do not come into direct conflict with each other. The gods are bound by alliances forged during the Dawn War and by other mythic events. One of those events was a clash in the waning moments of the Dawn War when Khala, the god of winter, tried to make herself queen over all the deities.

Khala aimed to establish supremacy over the world and over the gods who had survived the nearly completed war with the primordials. Khala relied on her son Kord and her consort Zehir, and on Gruumsh and Tiamat, who preferred Khala’s vision of a winter-bound world of savagery and darkness to Avandra’s ancient compromise that also offered days of light and seasons of hope.

The forces of winter attacked the dominions of the strongest gods most likely to object to Khala’s reign—Pelor, Erathis, Moradin, Amoth, and Bahamut—and scored early victories. Amoth’s defenses were devastated on Kalandurren, the lower slopes of Celestia fell, and Hestavar was besieged. But Khala’s success was temporary, for the remaining gods leagued against her. Bane joined the war against winter to preserve the world for conquest and tyranny, rather than abandon it to unceasing savagery. Sehanine intervened alongside Pelor to protect the ancient compromises of night and day from being overthrown. Even Lolth worked secretly against Khala, unwilling to allow a single deity to subjugate the rest.

The turning point came when Kord and Moradin battled in the mountains of Celestia. Despite Kord’s irresistible fury, Moradin refused to yield; Kord’s storms battered Moradin’s mountains in vain. After a long battle, Kord drew back. Moradin showed Kord the destruction their battle had wrought in the mortal world, and Kord regretted his actions. He abandoned the cause of winter and turned against his mother.

With the aid of Kord, Bane, and others, the forces standing against Khala rallied. They broke the siege of Hestavar and destroyed or imprisoned the primordials and abominations Khala had released. Tiamat retreated to her lair, and Gruumsh abandoned Khala’s cause as well. But Khala refused to yield and sought to destroy the mortal world under never-ending winter rather than admit defeat. Pelor, Bane, and Moradin defeated her in her great castle of ice, and the Raven Queen was called on to expel Khala into death. The Raven Queen agreed, but only if she was given power over winter. So the War of Winter ended with Khala’s death, Kord’s transformation, and the Raven Queen’s dominion over winter.

The gods are not quick to admit it, but the War of Winter had another huge consequence, convincing the great primal spirits that the world needed to be protected from the gods as much as it needed to be protected from the primordials. That story is in Player’s Handbook 2 and the upcoming Primal Power supplement.

Words of Creation

Your character uses the words the gods spoke to command the substance of the world and bring about life. What do those words sound like? Does your invoker speak bold sounds or mumble eerie chants?

Since you have a relatively small number of powers, you can easily devise unique words or phrases for each. Your words of creation might be nonsense sounds or peculiar sayings. If you’re familiar with the movie Dune or with the Klingon language from Star Trek, you can probably think of some nonsense words that sound cool. Below are some other suggestions to get your creative juices flowing.

Invoker Powers

Your invoker powers are called prayers, but they are not as much supplications to the gods as direct manifestations of divine power.

The invoker is the hand of divine will, a champion of the gods who brings to bear terrible prayers in the name of his or her holy cause. This section expands the power options for all invokers, as well as presenting powers tailored for the Covenant of Malediction.

Class Features

Each invoker has the Channel Divinity power rebuke undead. Your choice of Divine Covenant determines the other Channel Divinity power you start with. Invokers who choose the Covenant of Malediction gain maledictor’s doom.

ENCArmor of WrathChannel Divinity: Invoker Feature · PHB2Imm React Close burst 5Divine, RadiantTgt The triggering enemy in burst
As your foe strikes, you invoke the gods’ power to encase yourself in a burning aura of radiant energy.
Trig An enemy within 5 sq of you hits you · Eff Tgt takes radiant dmg = Con, and you push tgt 2 sq.
Level 11 1d6 + Con radiant dmg. · Level 21 2d6 + Con radiant dmg.
ENCMaledictor’s DoomChannel Divinity: Invoker Feature · DPMinor Close blast 5Divine, FearTgt Each enemy in blast
Foes who hear your solemn vow are shaken by its weighty promise.
Eff Each target takes a –1 penalty to attack rolls and saving throws until EONT. In addition, whenever tgt is hit by a fear attack before EONT, you push tgt 1 sq as a free action.
ENCPreserver’s RebukeChannel Divinity: Invoker Feature · PHB2Imm React PersDivine
You call upon the gods to punish the enemy that dares harm those entrusted to your care.
Trig An enemy within 10 sq of you hits your ally · Eff Before EONT, you gain a bonus to your next attack roll against the triggering enemy = Int.
ENCRebuke UndeadChannel Divinity: Invoker Feature · PHB2Std Close blast 5Divine, Implement, RadiantTgt Each undead creature in blast
Undead flee and then cower in your presence, their bodies seared by divine light.
Atk Wis vs Will · Hit 1d10 + Wis radiant dmg. You push tgt 2 sq, and it is dazed until EONT.
Level 5 2d10 + Wis radiant dmg. · Level 11 3d10 + Wis radiant dmg. · Level 15 4d10 + Wis radiant dmg. · Level 21 5d10 + Wis radiant dmg. · Level 25 6d10 + Wis radiant dmg. · Miss Half dmg.

Level 1 At-Will Prayers

AWAvenging LightInvoker Attack 1 · PHB2Std Ranged 10Divine, Implement, RadiantTgt One creature
You smite your foe with a searing orb of light, which burns with the fire of vengeance if your allies have been harmed.
Atk Wis vs Fortitude · Hit 1d10 + Wis radiant dmg. If a bloodied ally is adjacent to tgt, the attack deals extra radiant dmg = Con.
Level 21 2d10 + Wis radiant dmg. · Spec You can use this power as a RBA.
AWDivine BoltsInvoker Attack 1 · PHB2Std Ranged 10Divine, Implement, LightningTgt One or two creatures
You hurl bolts of divine lightning at your enemies.
Atk Wis vs Reflex · Hit 1d6 + Wis lightning dmg.
Level 21 2d6 + Wis lightning dmg.
AWGrasping ShardsInvoker Attack 1 · PHB2Std Area burst 1 within 10 squaresDivine, Implement, RadiantTgt Each creature in burst
You hurl a crystalline sphere of magic at your foes. On impact, it splinters into hundreds of tiny, radiant blades, which slice into your enemies and slow their movement.
Atk Wis vs Fortitude · Hit Wis radiant dmg, and tgt is slowed until EONT.
Level 21 1d10 + Wis radiant dmg.
AWHand of RadianceInvoker Attack 1 · DPStd Ranged 10Divine, Implement, RadiantTgt One, two, or three creatures
Tendrils of radiance streak from your fingertips across the battlefield. The beams strike your enemies, raining sparks of light on impact.
Atk Wis vs Reflex · Hit 1d4 + Wis radiant dmg.
Level 21 Target an additional creature.
AWMantle of the InfidelInvoker Attack 1 · DPStd Ranged 20Divine, Implement, RadiantTgt One creature
Holding your implement high, you conjure a radiant mantle that sears a foe and marks it as an enemy of the faith.
Atk Wis vs Will · Hit 1d6 + Wis radiant dmg. If tgt is marked, the penalty to attack rolls it takes from the marked condition is –4 instead of –2.
Level 21 2d6 + Wis radiant dmg.
AWSun StrikeInvoker Attack 1 · PHB2Std Ranged 10Divine, Implement, RadiantTgt One creature
A beam of radiant energy extends from your hands to bathe a foe in searing light and force it to move.
Atk Wis vs Reflex · Hit 1d8 + Wis radiant dmg, and you slide tgt 1 sq.
Level 21 2d8 + Wis radiant dmg. · Spec You can use this power as a RBA.
AWVanguard’s LightningInvoker Attack 1 · PHB2Std Area burst 1 within 10 squaresDivine, Implement, LightningTgt Each creature in burst
Bolts of divine lightning arc from your hands to scorch the area before you. The bolts linger, ready to avenge any attacks made by your foes.
Atk Wis vs Reflex · Hit 1d6 + Wis lightning dmg. Whenever tgt makes an OA before EONT, tgt takes lightning dmg = Int.
Level 21 2d6 + Wis lightning dmg.
AWVisions of BloodInvoker Attack 1 · DPStd Close blast 3Divine, Fear, Implement, PsychicTgt Each creature in blast
The images of carnage and death that you invoke sow doubt in your enemies.
Atk Wis vs Will · Hit 1d6 + Wis psychic dmg, and tgt takes a –1 penalty to all defenses until SONT.
Level 21 2d6 + Wis psychic dmg.

Level 1 Encounter Prayers

ENCAstral TerrorInvoker Attack 1 · PHB2Std Close burst 3Divine, Fear, Implement, PsychicTgt Each enemy in burst
Astral energy surges through you, transforming you into a beacon of divine terror that sends your foes reeling.
Atk Wis vs Will · Hit 1d6 + Wis psychic dmg, and you push tgt 2 sq.
ENCBlades of Astral FireInvoker Attack 1 · PHB2Std Area burst 1 within 10 squaresDivine, Implement, RadiantTgt Each enemy in burst
Gleaming blades of radiant energy appear and strike your foes. The blades then transform into spectral shields that protect your allies.
Atk Wis vs Reflex · Hit 1d6 + Wis radiant dmg.
Eff Each ally in the burst gains a +2 pwr bonus to AC until EONT.
Covenant of Preservation The bonus to AC equals 1 + Int.
ENCForceful DenunciationInvoker Attack 1 · DPStd Close blast 3Divine, Implement, ThunderTgt Each enemy in blast
It is as if your god brushes aside your foes, such is the forcefulness of your denunciation.
Atk Wis vs Fortitude · Hit 2d6 + Wis thunder dmg, and you push tgt 1 sq.
Covenant of Preservation The number of sq you push tgt equals Int.
ENCLightning’s RevelationInvoker Attack 1 · DPStd Area burst 1 within 10 squaresDivine, Implement, LightningTgt Each creature in burst
Lightning splits the sky, striking your foes and exposing their frailty.
Atk Wis vs Reflex · Hit 2d6 + Wis lightning dmg, and tgt takes a –1 penalty to all defenses until EONT.
Covenant of Wrath The penalty to all defenses equals Con.
ENCSpear of the InquisitorInvoker Attack 1 · PHB2Std Ranged 10Divine, Implement, RadiantTgt One creature
A lance of gleaming energy slices through the air and into your foe, burning it with the power of the gods and rooting it in place.
Atk Wis vs Reflex · Hit 1d10 + Wis radiant dmg, and tgt is immobilized until EONT.
ENCSummons of JusticeInvoker Attack 1 · DPStd Close burst 5Charm, Divine, Implement, RadiantTgt One or two creatures in burst
Justice will be served no matter the cost. You draw from your own vitality to hurl a brilliant ray that compels your enemies to come forward.
Atk Wis vs Will · Hit 2d8 + Wis radiant dmg, and you pull tgt 3 sq.
Eff You are dazed until EONT.
Covenant of Malediction You also knock tgt prone.
ENCThunder of JudgmentInvoker Attack 1 · PHB2Std Ranged 10Divine, Implement, ThunderTgt One, two, or three creatures
Blasts of thunder rock the air around your foes each time you strike your staff on the ground, leaving them battered and senseless.
Atk Wis vs Fortitude · Hit 1d6 + Wis thunder dmg, or 2d6 + Wis thunder dmg if you target only one creature. In addition, tgt is dazed until EONT.
Covenant of Wrath You also push tgt a number of sq = Con.
ENCWhispers of DefeatInvoker Attack 1 · DPStd Close burst 5Divine, Fear, Implement, PsychicTgt Each enemy in burst
Your words assume a life of their own, worming into your enemies’ minds and creating a sense that defeat is inevitable.
Atk Wis vs Will · Hit Until EONT, tgt takes a –2 penalty to attack rolls, and whenever tgt misses with an attack, it takes 5 psychic dmg.
Covenant of Malediction Add Wis to the psychic dmg.

Level 1 Daily Prayers

DLYAngelic EchelonInvoker Attack 1 · PHB2Std Close burst 3Divine, Implement, RadiantTgt Each enemy in burst
Spectral angels swoop down to attack the foes around you and then linger briefly, threatening to inflict further damage.
Atk Wis vs Will · Hit 1d6 + Wis radiant dmg. Whenever tgt attacks before EONT, tgt takes 5 radiant dmg.
Miss Half dmg.
DLYBinding Invocation of ChainsInvoker Attack 1 · PHB2Std Close burst 10Divine, ImplementTgt Each enemy in burst
You whisper ancient words of binding, invoking the power of the gods to hinder your foes’ movement with spectral chains.
Atk Wis vs Reflex · Hit Tgt is slowed (save ends).
Miss Tgt is slowed until EONT.
DLYCrown of RetaliationInvoker Attack 1 · DPStd Ranged 10Divine, Implement, RadiantTgt One creature
You point at a foe and form a circle with your hands. A translucent crown then appears over that foe’s head, searing it with each injury your companions suffer.
Atk Wis vs Will · Hit 2d6 + Wis radiant dmg.
Eff Tgt is affected by your crown of retaliation (save ends). Until the crown ends, tgt takes 5 radiant dmg when any ally within 5 sq of it takes dmg.
DLYExecrationInvoker Attack 1 · DPStd Close burst 5Divine, ImplementTgt One or two creatures in burst
You spit a dread curse, which punishes your enemies and causes you to feel an echo of their pain.
Atk Wis vs Will · Hit 1d8 + Wis dmg, or 2d8 + Wis dmg if you target only one creature. Tgt takes ongoing 10 dmg (save ends).
Eff You take ongoing 5 dmg (save ends).
Miss Half dmg, and ongoing 5 dmg (save ends).
DLYInvocation of Ice and FireInvoker Attack 1 · DPStd Close blast 5Cold, Divine, Fire, Implement, ZoneTgt Each creature in blast
Flaming hail bludgeons your opponents.
Atk Wis vs Reflex · Hit 2d6 + Wis cold and fire dmg.
Eff The blast creates a zone of flaming hail that lasts until EONT. Any creature that starts its turn within the zone takes 5 cold and fire dmg.
Sust Minor The zone persists.
DLYPurging FlameInvoker Attack 1 · PHB2Std Ranged 10Divine, Fire, ImplementTgt One creature
Divine fire washes over your foe, burning not only its physical form but the very stuff of its soul.
Atk Wis vs Reflex · Hit 1d10 + Wis fire dmg, and ongoing 10 fire dmg (save ends).
Miss Half dmg, and ongoing 5 fire dmg (save ends).
DLYSilent MaledictionInvoker Attack 1 · DPStd Close blast 3Divine, Implement, ThunderTgt Each creature in blast
You enter a trance as your lips move. Your enemies don’t hear what you’re saying because of the thunder rumbling around them.
Atk Wis vs Fortitude · Hit 2d6 + Wis thunder dmg, and tgt is stunned (save ends).
Eff You are dazed until EONT.
Miss Half dmg, and tgt is dazed until EONT.
DLYStorm CallInvoker Attack 1 · DPStd Ranged 10Divine, Implement, Lightning, ThunderTgt One creature
Filled with the wrath of the gods, you call down thunder and lightning on your enemy.
Atk Wis vs Reflex · Hit 1d8 + Wis thunder dmg. Tgt takes ongoing 5 lightning dmg and is dazed (save ends both).
Miss Half dmg, and tgt is slowed (save ends).
DLYSummon Angel of FireInvoker Attack 1 · PHB2Minor Ranged 5Divine, Fire, Implement, Summoning
A mote of light appears before you, and from it steps an angelic figure wreathed in fire.
Eff You summon a Medium angel of fire in an unoccupied sq within range. The angel has speed 6 and fly 6 (hover). You can give the angel the following special commands.
Std Close burst 1; targets each creature in burst; Wis vs Reflex; 1d8 + Wis fire dmg. · OA Melee 1; targets one creature; Wis vs Reflex; 1d8 + Wis fire dmg.

Level 2 Utility Prayers

ENCDivine CallInvoker Utility 2 · PHB2Minor Ranged 10DivineTgt One or two allies
You intone a word of power to rally your allies to your side.
Eff You pull each target 3 sq.
ENCDivine ProtectionInvoker Utility 2 · DPMinor PersDivine
You act knowing that your god will save you from harm.
Eff Until EONT, you don’t provoke OAs.
DLYEmissary of the GodsInvoker Utility 2 · PHB2Minor PersDivine
You speak with the voice of the gods, compelling others to heed your words.
Eff You gain a +5 pwr bonus to your next Diplomacy check or Intimidate check during this encounter. If you make this check as part of a skill challenge, you gain 2 successes if the check is successful and don’t gain a failure if the check fails.
ENCEncouraging ChantInvoker Utility 2 · DPMinor Close burst 2Divine, Zone
You shout a word of hope to restore your allies’ confidence.
Eff The burst creates a zone of hope that lasts until EONT. While within the zone, you and any allies gain a pwr bonus to saving throws = Int.
ENCKnow WeaknessInvoker Utility 2 · DPMinor PersDivine
You utter words of power that are also words of knowledge.
Eff Choose a creature within 10 sq of you. You know that creature’s current resistances and vulnerabilities, if any.
DLYLore of ShornInvoker Utility 2 · DPFree PersDivine
You invoke the vast knowledge of the lost civilization of Shorn, gaining access to esoteric lore that might otherwise escape you.
Trig You make an Arcana check, a History check, or a Religion check and dislike the result · Eff You reroll the skill check with a pwr bonus = Int and use either result.
ENCMiraculous FortuneInvoker Utility 2 · DPImm Intr PersDivine
Though the attack strikes you, your timely prayer reduces the worst of the injury and inspires a nearby ally.
Trig You are damaged by an enemy’s attack · Eff The dmg is reduced by 5. One ally within 5 sq of you gains a +1 pwr bonus to attack rolls until SONT.
ENCShroud of AweInvoker Utility 2 · PHB2Minor PersDivine
Your voice resonates with thunder, and you are shrouded in divine majesty that strikes awe and respect in your listeners’ hearts.
Eff You can speak with a thunderous voice that allows creatures within 500 feet of you to hear you clearly. Before the end of your turn, you gain a pwr bonus to your next Intimidate check = Con.
DLYShroud of WarningInvoker Utility 2 · PHB2No Act Close burst 10DivineTgt You and each ally in burst
You invoke the gods’ protection, allowing you and your allies to act a moment sooner when combat erupts.
Trig You and your allies roll initiative at the beginning of an encounter · Eff Each target gains a bonus to the initiative check equal to 2 + Int.
DLYWall of LightInvoker Utility 2 · PHB2Minor Area wall 5 within 10 squaresConjuration, Divine
You transform divine energy into the form of a long, glowing wall.
Eff You conjure a wall of divine energy. The wall is 1 sq high, and it lasts until EONT. While within the wall, any ally gains a +1 pwr bonus to AC, and each ally who starts his or her turn in the wall gains 5 temp HP.
Sust Minor The wall persists.

Level 3 Encounter Prayers

ENCChains of CarceriInvoker Attack 3 · PHB2Std Area burst 1 within 10 squaresDivine, ImplementTgt Each creature in burst
You invoke the power of the prison of Carceri, causing red chains to appear around your enemies to hinder their movement.
Atk Wis vs Reflex · Hit 2d8 + Wis dmg, and tgt is slowed until EONT.
ENCGlyph of ImprisonmentInvoker Attack 3 · PHB2Std Area burst 1 within 10 squaresDivine, Implement, RadiantTgt Each creature in burst
A divine glyph of censure forms around your foes, searing them and glowing with radiant power. If they move from their positions, the glyph flares with searing light.
Atk Wis vs Will · Hit 1d8 + Wis radiant dmg. If tgt moves before the end of its next turn, tgt takes 5 radiant dmg.
ENCKnives of the SoulInvoker Attack 3 · DPStd Ranged 5Divine, Force, ImplementTgt One or two creatures
Two translucent blades burst out of your body and streak toward your enemies. You stagger from the unleashed power.
Atk Wis vs Reflex · Hit 2d10 + Wis force dmg, or 2d12 + Wis force dmg if you target only one creature. You push tgt 1 sq.
Eff You take 5 dmg.
Covenant of Malediction The number of sq you push tgt equals Con.
ENCOffering of JusticeInvoker Attack 3 · PHB2Std Ranged 10Divine, Implement, RadiantTgt One creature
You call out to the gods, demanding retribution against a foe who dares to strike at you or your allies and mercy for a foe who refrains from attacking.
Eff If tgt attacks you or your allies before the end of its next turn, tgt takes 2d10 + Wis radiant dmg at the end of that turn. If tgt doesn’t attack you or your allies before the end of its next turn, tgt instead gains 5 temp HP at the end of that turn.
ENCPenance CompelledInvoker Attack 3 · DPStd Ranged 10Divine, Implement, RadiantTgt One creature
Someone will pay for these crimes; you guarantee it.
Atk Wis vs Will · Hit 2d6 + Wis radiant dmg. The next time tgt deals dmg before EONT, choose another enemy within 10 sq of you. That enemy takes 5 radiant dmg.
Covenant of Wrath The radiant dmg that the chosen enemy takes equals 5 + Con.
ENCSun HammerInvoker Attack 3 · PHB2Std Area burst 1 within 10 squaresDivine, Implement, RadiantTgt Each enemy in burst
Forged from the light of the Bright City of Hestavar, the sun hammer glows brighter the more your allies suffer. You invoke the hammer to call down a radiant burst upon your foes.
Atk Wis vs Fortitude · Hit 1d10 + Wis radiant dmg. If any bloodied allies are in the burst, the attack deals 2 extra radiant dmg.
ENCSymbol of the Broken SwordInvoker Attack 3 · DPStd Ranged 10Charm, Divine, ImplementTgt One creature
You place a symbol of pacification on your enemy, partly subduing it.
Atk Wis vs Will · Hit Until EONT, tgt cannot use any attack power that requires a standard action, other than basic attacks.
Covenant of Preservation Until EONT, tgt also takes a penalty to attack rolls = Int.
ENCWord of RuinInvoker Attack 3 · DPStd Close burst 2Divine, Implement, PsychicTgt Each creature in burst
You utter syllables of damnation, which attack the minds of creatures around you and cloud your own.
Atk Wis vs Will · Hit 1d8 + Wis psychic dmg, and tgt is dazed and slowed until EONT.
Eff You are dazed until EONT.

Level 5 Daily Prayers

DLYBlade of VengeanceInvoker Attack 5 · PHB2Std Ranged 10Conjuration, Divine, Implement
A spectral form like a shining angel appears amid your foes. Though the angel is indistinct and incorporeal, its curving blade seems solid and poised to attack an enemy that threatens your allies.
Eff You conjure a blade of vengeance in an unoccupied sq within range. The blade lasts until EONT. The blade occupies 1 sq. Enemies cannot move through its space, but allies can. The blade can flank enemies with you and your allies. In addition, you can make the following attack with the blade.
Imm Intr Melee 1 · Trig An enemy within 10 sq of the blade hits your ally
Eff Before the attack, you move the blade to a sq adjacent to the triggering enemy. · Tgt The triggering enemy · Atk Wis vs Reflex · Hit 1d8 + Wis dmg.
Sust Minor The blade persists, and you can move it 5 sq.
DLYDeluge of BloodInvoker Attack 5 · DPImm React Close burst 5Divine, ImplementTgt The triggering enemy in burst
Fresh blood streams from the wounds of your enemy as it is dazed by wracking pain. You must endure some of the pain too and are momentarily dazed.
Atk Wis vs Fortitude · Hit Tgt is dazed and takes ongoing 10 dmg (save ends both).
Trig An enemy within 5 sq of you is damaged by a melee or a ranged attack · Eff You are dazed until EONT.
Miss Ongoing 5 dmg (save ends).
DLYGrasping Chains of the JusticiarInvoker Attack 5 · PHB2Std Area burst 2 within 10 squaresDivine, Force, ImplementTgt Each enemy in burst
You invoke the chains of Rathos, an exarch of the gods charged with capturing renegade angels. These glowing blue chains erupt from the ground to tether your foes in place.
Atk Wis vs Reflex · Hit 1d6 + Wis force dmg, and tgt is immobilized (save ends).
Miss Half dmg, and tgt is slowed until EONT.
DLYIcon of TerrorInvoker Attack 5 · PHB2Std Close blast 5Divine, Fear, Implement, PsychicTgt Each creature in blast
You invoke the Icon of Terror, an image that was once used to drive the beings of the Far Realm from this reality. You drive nearby creatures back in fear as the icon assaults their minds.
Atk Wis vs Will · Hit 2d6 + Wis psychic dmg, and you push tgt 2 sq.
Covenant of Wrath The number of sq you push tgt equals Con. · Miss Half dmg, and you push tgt 1 sq.
DLYLamentation of the WickedInvoker Attack 5 · DPStd Close burst 2Divine, Implement, PsychicTgt Each enemy in burst
You speak an ancient curse. Your enemies gnash their teeth and wail at the doom you promise, distracted from their own defense. You and your allies’ attacks take advantage of this distraction.
Atk Wis vs Will · Hit 2d8 + Wis psychic dmg, and tgt grants CA and cannot shift (save ends both).
Eff Until the end of the encounter, when you or any ally within 5 sq of you attacks an enemy and has CA against it, the attack deals extra dmg = Con.
DLYMalediction of BlindnessInvoker Attack 5 · DPStd Close blast 3Divine, ImplementTgt Each creature in blast
You command your foes to lose their sight. The power of this prayer leaves you barely able to defend yourself for a moment.
Atk Wis vs Fortitude · Hit 2d8 + Wis dmg, and tgt is blinded (save ends).
Eff You grant CA until SONT.
Miss Half dmg, and tgt takes a –2 penalty to attack rolls until EONT.
DLYSearing OrbInvoker Attack 5 · PHB2Std Area burst 1 within 10 squaresDivine, Implement, RadiantTgt Each creature in burst
A miniature sun appears amid your foes, blinding them with divine radiance.
Atk Wis vs Fortitude · Hit 1d8 + Wis radiant dmg, and tgt is blinded (save ends).
Covenant of Preservation Tgt is also dazed until EONT. · Miss Half dmg, and tgt is blinded until EONT.
DLYSun ShardInvoker Attack 5 · DPStd Area burst 1 within 10 squaresDivine, Implement, RadiantTgt Each creature in burst
You call down a fragment of solar essence on your enemies.
Atk Wis vs Reflex · Hit 2d6 + Wis radiant dmg, and tgt is dazed until the end of its next turn. If this power targets only one creature, tgt is dazed (save ends).
Miss Half dmg.
DLYTrumpet the Star’s FallInvoker Attack 5 · DPStd Area burst 2 within 10 squaresDivine, Fire, Implement, Radiant, ZoneTgt Each creature in burst
A brilliant orb appears overhead and then smashes into your enemies in a storm of light and fire.
Atk Wis vs Reflex · Hit 2d6 + Wis fire and radiant dmg, and you knock tgt prone.
Eff The burst creates a zone of smoke that lasts until the end of the encounter. The zone is heavily obscured.
Miss Half dmg, and you push tgt 1 sq.

Level 6 Utility Prayers

DLYAstral StepInvoker Utility 6 · PHB2Move Close burst 5Divine, TeleportationTgt You and each ally in burst
You create momentary doorways through the Astral Sea, teleporting yourself and your companions a short distance.
Eff You teleport each target 3 sq.
Covenant of Preservation The number of sq you teleport each target equals 3 + Int.
DLYBrilliant CloakInvoker Utility 6 · DPStd PersDivine
Your clothing comes to life with a dazzling display of color.
Eff Until EONT, you and any allies adjacent to you gain a +2 bonus to AC and Reflex.
Sust Minor The effect persists.
ENCDemand JusticeInvoker Utility 6 · PHB2Imm Intr Ranged 10DivineTgt The triggering creature
Whether an ally labors under a deadly effect or a foe seeks to escape the just end wrought by your magic, you tilt fate in your favor.
Trig A creature within 10 sq of you makes a saving throw · Eff Tgt rerolls the saving throw and must use the new result.
DLYGuardian AngelInvoker Utility 6 · DPStd Ranged 10Conjuration, Divine
A prayer to the gods summons a fearsome, winged angel to protect your comrades.
Eff You conjure a guardian angel in 1 sq within range. The angel lasts until EONT. Any ally in the angel’s space or adjacent to it gains a +2 pwr bonus to AC. In addition, when you or an ally is hit by an attack while in the angel’s space or adjacent to it, you can dismiss the angel as an immediate interrupt and reduce the dmg by half.
Sust Minor The angel persists, and you can move it 5 sq.
DLYPrayer for VictoryInvoker Utility 6 · DPImm Intr PersDivine
Seeing the danger, you whisper a prayer to bolster your courage in the face of harm.
Trig An enemy makes a melee or a ranged attack roll against you · Eff You gain temp HP equal to 5 + Wis, and you gain a +2 pwr bonus to AC until EONT.
DLYShared EnduranceInvoker Utility 6 · PHB2Imm Intr Ranged 10DivineTgt The triggering ally
During the ancient war, the gods stood as one against their primordial foes. Your magic can help you and your allies stand as one as well, taking wounds on one another’s behalf.
Trig An ally within 10 sq of you takes dmg from an attack · Eff You or an ally within 10 sq of you takes the dmg from the triggering attack instead of tgt, but tgt takes any other effect caused by the attack.
ENCShield of LightInvoker Utility 6 · PHB2Imm Intr Ranged 10DivineTgt The triggering enemy
A flash of light flares in your enemy’s eyes, disrupting its attack against your ally.
Trig An enemy within 10 sq of you makes an attack roll against your ally · Eff Tgt takes a –3 penalty to the triggering attack roll. If the attack hits and deals dmg, you slide the ally 1 sq after the dmg is dealt.
DLYSolid FogInvoker Utility 6 · DPMinor Close blast 3Divine, Zone
Each word spoken carries thick fog until dense mist covers the battlefield.
Eff The burst creates a zone of dense fog that lasts until EONT. The zone is difficult terrain and heavily obscured.
Sust Minor The zone persists, and you can increase its size by 1 to a maximum of blast 5.
DLYSymbol of HopeInvoker Utility 6 · PHB2Minor Ranged 10Conjuration, Divine
You conjure a glowing symbol of hope, which renews your allies’ efforts against the enemy.
Eff You conjure a symbol of hope in an unoccupied sq within range. The symbol lasts until EONT. Any ally within 5 sq of the symbol gains a +2 pwr bonus to saving throws, and any ally who starts his or her turn within 5 sq of the symbol gains 5 temp HP.
Sust Minor The symbol persists.

Level 7 Encounter Prayers

ENCBaleful Eye of JudgmentInvoker Attack 7 · PHB2Std Area burst 1 within 10 squaresDivine, Fear, Implement, PsychicTgt Each creature in burst
You fix your wrathful glare upon a group of enemies, filling them with awe and terror.
Atk Wis vs Will · Hit 2d8 + Wis psychic dmg, and tgt takes a –2 penalty to attack rolls until the end of its next turn.
ENCBolt of the Rising SunInvoker Attack 7 · PHB2Std Ranged 10Divine, Implement, RadiantTgt One creature
A soft ray of light dances across your foe. The light increases in radiance until it chars the foe’s flesh and impairs its vision.
Atk Wis vs Reflex · Hit 1d10 + Wis radiant dmg. Until EONT, tgt doesn’t have line of sight to any creature more than 3 sq away from it.
ENCInvoke ObedienceInvoker Attack 7 · PHB2Std Area burst 1 within 10 squaresDivine, Implement, PsychicTgt Each creature in burst
As you are filled with glory, your enemies know they must either bow before you or suffer your wrath.
Eff Before the attack, each target can fall prone as a free action. The attack automatically misses a prone target. · Covenant of Wrath Each prone target takes 1d6 psychic dmg. · Atk Wis + 5 vs Will · Hit 2d6 + Wis psychic dmg.
ENCRain of BloodInvoker Attack 7 · DPStd Area burst 2 within 10 squaresDivine, ImplementTgt Each enemy in burst
Blood rains down from the sky, pelting your enemies.
Atk Wis vs Fortitude · Hit 2d6 + Wis dmg, and tgt gains vulnerable 5 to all dmg until the end of your next
Covenant of Wrath Until EONT, each ally in the burst gains a pwr bonus to attack rolls = Con.
ENCThunderbolt of the HeavensInvoker Attack 7 · PHB2Std Area burst 1 within 10 squaresDivine, Implement, ThunderTgt Each creature in burst
A crackling bolt of blue energy leaps from your staff, knocking your enemies away from you.
Atk Wis vs Fortitude · Hit 2d8 + Wis thunder dmg, and you push tgt 1 sq.
Covenant of Preservation The number of sq you push tgt equals 1 + Int.
ENCTide of the First StormInvoker Attack 7 · DPStd Area burst 2 within 10 squaresDivine, ImplementTgt Each enemy in burst
You rail on the first storm that rolled over the world, using its power to blow your allies away from harm while buffeting your enemies.
Atk Wis vs Reflex · Hit 1d6 + Wis dmg, and tgt is slowed until EONT.
Eff You slide each ally in the burst a number of sq equal to 1 + Int.
ENCTrumpets of CelestiaInvoker Attack 7 · DPStd Close blast 3Divine, Fear, Implement, ThunderTgt Each creature in blast
You invoke the divine dominion of Celestia, calling on the trumpets of the immortals there to blast your enemies and shatter their resolve.
Atk Wis vs Fortitude · Hit 2d6 + Wis thunder dmg, and tgt takes a –2 penalty to attack rolls until EONT.
Covenant of Preservation The penalty to attack rolls equals Int.
ENCWord of Fiery CondemnationInvoker Attack 7 · DPStd Close blast 5Divine, Fire, Implement, RadiantTgt Each creature in blast
Your words ignite creatures before you with fire from the heavens. The blaze of glory demands all your attention, dazing you for a short time.
Atk Wis vs Reflex · Hit 2d6 + Wis radiant dmg, and ongoing 5 fire dmg (save ends).
Eff You are dazed until EONT.
Covenant of Malediction Tgt takes a –2 penalty to saving throws against the ongoing dmg.
ENCWritten in FireInvoker Attack 7 · DPStd Ranged 10Conjuration, Divine, Fire, Implement
Fiery fetters flicker in the air and sear nearby enemies.
Eff You conjure fiery symbols in 1 sq within range. The symbols last until EONT. Any enemy that starts its turn within 5 sq of the symbols and does not end its turn at least 6 sq away from them takes fire dmg equal to 10 + Wis.

Level 9 Daily Prayers

DLYBaleful AdmonishmentInvoker Attack 9 · DPStd Ranged 10Divine, ImplementTgt One, two, or three creatures
Your damning words wrack your body at the same time that they doom your foes to defeat.
Atk Wis vs Will · Hit 1d10 + Wis dmg, and tgt is affected by your baleful admonishment (save ends). Whenever tgt hits with an attack before the baleful admonishment ends, you can take 5 dmg as a free action to force tgt to reroll the attack and use the second result. If the rerolled attack misses, tgt takes 5 + Con dmg.
Miss Half dmg, and tgt is dazed until EONT.
DLYCerulean FlamesInvoker Attack 9 · PHB2Std Area burst 1 within 10 squaresDivine, Implement, Radiant, ZoneTgt Each creature in burst
Ancient texts speak of the Cerulean Sign, a powerful sigil used to hold creatures from beyond the cosmos at bay. You invoke this sign, creating a pool of radiance that blinds those that leave its grasp.
Atk Wis vs Reflex · Hit 3d6 + Wis radiant dmg.
Eff The burst creates a zone of cerulean light that lasts until EONT. Any creature that starts its turn within the zone and leaves it is blinded (save ends).
Miss Half dmg. · Sust Minor The zone persists.
DLYFourfold Invocation of DoomInvoker Attack 9 · PHB2Std Close burst 10Divine, Fear, Implement, PsychicTgt Each enemy in burst
As you speak the four verses of doom, your foes wilt in fear, their enthusiasm for the battle doused.
Atk Wis vs Will · Hit Tgt is dazed (save ends).
Eff Until the end of the encounter, any creature that hits or misses you takes 5 psychic dmg.
Miss Tgt is dazed until EONT.
DLYHall of Thunderous BattleInvoker Attack 9 · DPStd Close burst 2Divine, Implement, Thunder, ZoneTgt Each enemy in burst
You evoke a vision of a divine hall of battle. Your allies are emboldened by the brave shouts within it, while the sounds of battle thunder over your enemies, pushing them back.
Atk Wis vs Fortitude · Hit 2d6 + Wis thunder dmg, and you push tgt a number of sq = Int.
Eff The burst creates a thundering zone that lasts until EONT. When you move, the zone moves with you, remaining centered on you. While within the zone, any ally gains a +2 pwr bonus to AC and Fortitude.
Miss Half dmg, and you push tgt 1 sq. · Sust Minor The zone persists, and you push each enemy within it 1 sq.
DLYHerald the Storm UnleashedInvoker Attack 9 · DPStd Area burst 1 within 10 squaresDivine, Implement, Lightning, Thunder, ZoneTgt Each creature in burst
From a mote of flashing light, a savage storm is born, scourging enemies with lightning and thunder.
Atk Wis vs Fortitude · Hit 3d6 + Wis lightning and thunder dmg, and you slide tgt 2 sq.
Eff The burst creates a zone of lightning and thunder that lasts until EONT. Any creature that begins its turn within the zone takes 5 lightning dmg. Any creature that leaves the zone takes 5 thunder dmg. As a move action, you can move the zone 5 sq.
Miss Half dmg. · Sust Minor The zone persists.
DLYMalediction of RigidityInvoker Attack 9 · DPMinor Close blast 5Divine, Fear, ImplementTgt Each creature in blast
Those arrayed around you are reluctant to move lest you blister them again with your punishing words, which stiffen your own limbs.
Atk Wis vs Will · Hit 1d8 + Wis dmg. Tgt takes ongoing 10 dmg and is immobilized (save ends both).
Eff You are immobilized until EONT.
Miss Half dmg. Tgt takes ongoing 5 dmg and is slowed (save ends both). · Covenant of Malediction Tgt takes a –2 penalty to saving throws against these effects.
DLYSummon Blade AngelInvoker Attack 9 · PHB2Minor Ranged 5Divine, Implement, Summoning
You trace a shimmering sigil in the air, and an angelic figure steps from it, bearing the twin swords of vengeance and pain.
Eff You summon a Medium blade angel in an unoccupied sq within range. The angel has speed 6 and fly 6 (hover). It has a +4 bonus to AC. You can give the angel the following special commands.
Minor Melee 1; targets one creature; Wis vs Fortitude; 1d8 + Wis dmg. · OA Melee 1; targets one creature; Wis vs Reflex; 1d8 + Wis dmg, and tgt is slowed until the end of its turn.
DLYTwist of FateInvoker Attack 9 · DPStd Area burst 1 within 10 squaresCharm, Divine, Implement, PsychicTgt Each enemy in burst
You assault your enemies’ minds and invoke destiny to alter the course of events, limiting the attacks the enemies can make.
Atk Wis vs Will · Hit 2d6 + Wis psychic dmg. The only attacks tgt can make during its next turn are basic attacks. If your attack hits only one enemy, the only attacks it can make during its turn are basic attacks (save ends).
Covenant of Preservation Until EONT, tgt also takes a penalty to attack rolls = Int. · Miss Half dmg.
DLYVisions of ParadiseInvoker Attack 9 · PHB2Std Ranged 10Charm, Divine, ImplementTgt One creature
You speak the seven words of peace, sending your foe into a dreamlike state as visions of paradise cloud its mind.
Atk Wis vs Will · Hit Tgt is unable to make attacks (save ends). Whenever tgt is attacked, it can make a saving throw against this effect.
Miss Tgt is unable to make attacks until the end of its next turn. If tgt is attacked before the end of its next turn, this effect ends.

Level 10 Utility Prayers

ENCAngelic VisageInvoker Utility 10 · PHB2Imm Intr Close burst 5Divine, FearTgt The triggering enemy
As your foe attacks, you transform into the image of a death angel. Filled with terror, the foe backs away.
Trig An enemy within 5 sq of you makes an attack roll against you · Eff Tgt takes a –2 penalty to the triggering attack roll. After the attack is resolved, you push tgt 3 sq.
DLYCall of the VanguardInvoker Utility 10 · DPNo Act Ranged 10DivineTgt You and one ally
Divine inspiration turns an ambush to your advantage.
Trig You roll initiative · Eff Each target gains a bonus to his or her initiative check = Int. In addition, neither target is surprised.
DLYCovenant of EnduranceInvoker Utility 10 · PHB2Minor PersDivine
You offer your life energy on your friends’ behalf.
Eff Until the end of the encounter, whenever an ally within 10 sq of you has an opportunity to spend a healing surge, you can spend a healing surge on that ally’s behalf as a free action. You spend the healing surge but regain no HP, and the ally regains HP as if he or she had spent a healing surge.
DLYDivine RenewalInvoker Utility 10 · PHB2Std Ranged 10DivineTgt One or two allies who each have two healing surges or fewer
You fortify your allies with life-sustaining power.
Eff Each target regains a healing surge.
DLYEnunciationInvoker Utility 10 · DPMinor PersDivine
Your voice raised, you extend the reach of your prayers.
Eff Until EONT, you can increase the size of your close blast or close burst attacks by 1.
DLYMartyr’s WardInvoker Utility 10 · PHB2Imm Intr Close burst 10Divine
You unleash a shield of divine energy that deflects an attack from your friend to yourself.
Trig An ally within 10 sq of you is hit by an area or a close attack · Eff The triggering attack hits you instead of the ally.
DLYPrayer of VengeanceInvoker Utility 10 · DPMinor Close burst 3Divine, Zone
You recite the ancient declaration of war against the primordials. Friends who hear it are filled with righteous indignation against their attackers.
Eff The burst creates a zone of retribution that lasts until EONT. When any ally within the zone takes dmg from an attack, that ally gains a +2 pwr bonus to attack rolls against the attacker until the start of the ally’s next turn.
Sust Minor The zone persists.
ENCWord of UrgencyInvoker Utility 10 · DPFree Close burst 10DivineTgt The triggering ally in burst
You exclaim with authority, inspiring your friend to leap away from harm.
Trig You use an area or a close attack power and an ally within 10 sq of you is in the area of effect · Eff Tgt can shift a number of sq = Int as a free action.

Level 13 Encounter Prayers

ENCBrilliant RevelationInvoker Attack 13 · DPStd Close blast 5Divine, Implement, PsychicTgt Each creature in blast
You blast nearby creatures’ minds with a dizzying vision of divine dominions.
Atk Wis vs Will · Hit 1d10 + Wis psychic dmg, and tgt is dazed and slowed until EONT. The first time tgt attacks before EONT, it takes 10 psychic dmg.
Covenant of Malediction The psychic dmg tgt takes when it attacks equals 10 + Con.
ENCCompel AttentionInvoker Attack 13 · PHB2Std Ranged 10Divine, Implement, PsychicTgt One creature
You speak with the voice of divine authority, forcing an enemy to pause.
Atk Wis vs Will · Hit 3d8 + Wis psychic dmg, and tgt is dazed until EONT.
Eff You gain a +5 bonus to Diplomacy checks and Intimidate checks against tgt until EONT.
ENCDeadly DoubtInvoker Attack 13 · DPStd Close blast 5Divine, Implement, PsychicTgt Each enemy in blast
Your words assail your foes’ minds with self-doubt strong enough to wound them. Any further attack dazes the victims too.
Atk Wis vs Will · Hit 2d8 + Wis psychic dmg. If tgt is hit again before EONT, it is dazed until the end of its next turn.
Covenant of Wrath The first creature to attack tgt before EONT gains a pwr bonus to its attack roll = Con.
ENCEarthen ReversalInvoker Attack 13 · DPStd Area burst 2 within 10 squaresDivine, ImplementTgt Each enemy in burst
You utter a nearly forgotten word dedicated to the earth, and it heaves in response, lifting allies and upturning enemies.
Atk Wis vs Fortitude · Hit 1d8 + Wis dmg, and you knock tgt prone.
Eff You and each ally in the burst can stand up as a free action.
Covenant of Preservation Each ally in the burst can also shift 1 sq as a free action.
ENCPillar of Guardian FlameInvoker Attack 13 · PHB2Std Area burst 1 within 10 squaresDivine, Fire, Implement, ZoneTgt Each creature in burst
You whisper a divine word that rumbles like distant thunder as a pillar of flame erupts around your enemies.
Atk Wis vs Reflex · Hit 3d6 + Wis fire dmg.
Eff The burst creates a zone of divine fire that lasts until EONT. When any enemy within the zone leaves it or hits or misses you or your allies outside it, that enemy takes 5 fire dmg.
ENCSeal of the HereticInvoker Attack 13 · PHB2Std Ranged 10Divine, ImplementTgt One, two, or three creatures
You mark your foes with a divine brand, bringing the wrathful eyes of the gods upon them.
Atk Wis vs Will · Hit 2d8 + Wis dmg, or 3d8 + Wis dmg if you target only one creature. Tgt takes a –5 penalty to a saving throw of your choice before EONT.
Covenant of Wrath Tgt takes the –5 penalty to all saving throws before EONT.
ENCThunderous RebukeInvoker Attack 13 · DPImm React Close blast 5Divine, Implement, ThunderTgt Each creature in blast
You blast your enemies away in a wave of thunder and destruction.
Atk Wis vs Fortitude · Hit 2d6 + Wis thunder dmg, and tgt is pushed 1 sq and deafened until EONT.
Trig You are hit by an enemy attack
ENCWinds of CelestiaInvoker Attack 13 · PHB2Std Area burst 1 within 10 squaresDivine, ImplementTgt Each enemy in burst
You call the winds that buffet the upper reaches of Celestia to scatter your foes.
Atk Wis vs Fortitude · Hit 3d6 + Wis dmg, and you either slide tgt 2 sq or knock it prone.
Covenant of Preservation Either the number of sq you slide tgt equals 1 + Int, or you slide tgt 1 sq before knocking it prone.
ENCWord of BlindnessInvoker Attack 13 · DPStd Close burst 1Divine, Implement, RadiantTgt Each creature in burst
At your command, creatures around you lose their sight. The power of this prayer leaves you dazed for a short time.
Atk Wis vs Will · Hit 2d8 + Wis radiant dmg, and tgt is blinded until EONT.
Eff You are dazed until EONT.
Covenant of Malediction The size of the burst increases by 1.

Level 15 Daily Prayers

DLYDeific ImprecationInvoker Attack 15 · DPStd Ranged 10Divine, ImplementTgt One creature
You are a conduit for your god’s wrath. You feel its sting as it smites your enemies.
Atk Wis vs Fortitude · Hit 2d8 + Wis dmg, and ongoing 10 dmg (save ends).
After Each enemy within 3 sq of tgt takes 10 dmg. · Miss Half dmg, and ongoing 5 dmg (save ends).
Eff You take ongoing 5 dmg (save ends). Whenever you take this ongoing dmg, choose an enemy within 5 sq of you. That enemy also takes 5 dmg.
DLYDire BanishmentInvoker Attack 15 · DPStd Ranged 5Divine, Implement, Necrotic, TeleportationTgt One creature
You temporarily banish your enemy from this world, using your life force to prevent the enemy from returning.
Atk Wis vs Will · Hit 4d10 + Wis necrotic dmg, and tgt vanishes from this world (save ends). You can end the effect as a minor action. When the effect ends, tgt reappears in the space it last occupied or in the nearest unoccupied space.
Each Failed Saving Throw You take 5 dmg. · Miss Half dmg, and you teleport tgt 5 sq.
DLYGod HammerInvoker Attack 15 · PHB2Std Area burst 2 within 10 squaresDivine, Implement, Thunder, ZoneTgt Each creature in burst
A gleaming, spectral warhammer appears above your foes and slams down in their midst, creating a crash of thunder. The hammer is an image of Guldarak, which the gods shaped out of pure thunder to drive primordials out of the earth’s depths.
Atk Wis vs Reflex · Hit 4d6 + Wis thunder dmg.
Eff Each target drops prone. In addition, the burst creates a zone of resounding thunder that lasts until EONT. At SONT, any creature within the zone drops prone.
Miss Half dmg. · Sust Minor The zone persists.
DLYMark of AnathemaInvoker Attack 15 · PHB2Std Ranged 10Divine, Implement, RadiantTgt One creature
You place a mark of anathema on your foe, a shining brand that sears the flesh and harms those who ally with your enemy.
Atk Wis vs Fortitude · Hit 2d10 + Wis radiant dmg, and ongoing 10 radiant dmg (save ends).
First Failed Saving Throw Ongoing 15 radiant dmg (save ends). · Miss Half dmg, and ongoing 5 radiant dmg (save ends).
Eff Whenever tgt fails a saving throw against the ongoing dmg, each enemy within 5 sq of tgt takes 5 radiant dmg.
DLYShadowdark InvocationInvoker Attack 15 · DPStd Close burst 3Cold, Divine, Implement, ZoneTgt Each creature in burst
You call forth a chill darkness, which deepens until light is but a dim memory.
Atk Wis vs Fortitude · Hit 2d8 + Wis cold dmg.
Eff The burst creates a zone of shadow that lasts until EONT. The zone is heavily obscured. When any creature starts its turn within the zone, that creature takes 10 cold dmg, and you can slide it 3 sq as a free action. You are immune to the zone’s effects. As a move action, you can move the zone 3 sq.
Miss Half dmg. · Sust Minor The zone persists.
DLYStorm of PunishmentInvoker Attack 15 · DPStd Area burst 1 within 10 squaresDivine, Implement, Lightning, ThunderTgt Each creature in burst
Raising your implement, you invoke the gods and create a hole in the sky through which thunder and lightning cascade onto your foes.
Atk Wis vs Fortitude · Hit 2d8 + Wis lightning and thunder dmg, and tgt is blinded and deafened (save ends both).
Miss Half dmg, and tgt is blinded and deafened until EONT.
DLYThree Beacons of TwilightInvoker Attack 15 · PHB2Std Area burst 2 within 10 squaresDivine, Implement, Radiant, ZoneTgt Each enemy in burst
In the darkest days of the war against the primordials, the gods used three gleaming beacons to guide them across the Astral Sea. Today, those lights still burn, misleading your enemies while guiding your allies to safety.
Atk Wis vs Will · Hit 4d6 + Wis radiant dmg.
Eff The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, you can teleport a creature within the zone 5 sq.
Miss Half dmg.
DLYWall of BladesInvoker Attack 15 · PHB2Std Area wall 8 within 20 squaresConjuration, Divine, Implement, Radiant
You draw shards of astral steel into the world and arrange them into a deadly wall of spinning blades. You then command parts of the wall to fly at your enemies.
Eff You conjure a wall in unoccupied sq that consists of radiant blades. The wall can be up to 4 sq high, and it lasts until EONT. The wall provides cover to you and your allies. Any creature that enters the wall or starts its turn there takes 2d10 + Wis radiant dmg. While you are within 5 sq of the wall, you can make the following attack.
Std Ranged 10
Eff Before the attack, remove a sq of the wall. · Tgt One creature · Atk Wis vs Reflex · Hit 2d10 + Wis radiant dmg.
Sust Minor The wall persists.

Level 16 Utility Prayers

DLYConfounding UtteranceInvoker Utility 16 · DPMinor PersDivine
You speak a word of seeming gibberish and then take shelter behind the confusion it creates.
Eff Until the end of the encounter, when any enemy makes a melee attack roll against you, it must roll twice and use the lower result.
DLYCovenant of LifeInvoker Utility 16 · PHB2Minor Close burst 10DivineTgt You or one ally in burst
You create a divine pact with one of your allies, offering your strength, and the strength of your friends, if your ally needs it.
Eff Until the end of the encounter, you and your allies can use second wind either to gain the normal benefits or to grant the benefits to tgt. A donor character uses his or her second wind but neither regains HP nor gains a bonus to all defenses, and tgt regains HP as if he or she had spent a healing surge and gains a +2 bonus to all defenses until the start of the donor’s next turn.
DLYIcon of LifeInvoker Utility 16 · PHB2Minor Area burst 5 within 20 squaresDivine, Zone
You invoke the symbol of life, a gleaming icon of gold that pulls your allies’ spirits back to their mortal shells, even as death tries to draw them away.
Eff The burst creates a zone of golden light that lasts until the end of the encounter. While within the zone, any ally gains a +5 bonus to death saving throws, and if the ally rolls a natural 20 on a death saving throw, that ally can spend two healing surges rather than one.
DLYPennant of Heaven’s ArmiesInvoker Utility 16 · DPStd Ranged 10Conjuration, Divine
A tattered white flag appears. Those who behold it find the courage they need to win the day.
Eff You conjure a shining banner in 1 sq within range. The banner lasts until EONT. Any ally who has line of sight to the banner gains a bonus to all defenses, saving throws against fear effects, and dmg rolls. The bonus equals Wis.
Sust Minor The banner persists.
ENCSerene VisageInvoker Utility 16 · DPMinor Close burst 2DivineTgt Each ally in burst
Your serene visage overlays your own and draws the attention of your foes, buying your allies a needed reprieve.
Eff Tgt doesn’t provoke OAs until EONT.
ENCShield of JusticeInvoker Utility 16 · PHB2Imm Intr Ranged 10DivineTgt The triggering enemy
You invoke the justice of the gods, shielding your ally while calling doom upon your foe.
Trig An enemy within 10 sq of you makes an attack roll against your ally · Eff Tgt takes a –4 penalty to the triggering attack roll. Until EONT, any attacker gains a +2 pwr bonus to attack rolls against tgt.
DLYWalk Between WorldsInvoker Utility 16 · PHB2Minor Ranged 10DivineTgt You or one ally
The gods built many strange passages through time and space to help them in their battles against the primordials. You know of many such paths.
Eff Tgt gains phasing until EONT.
Sust Minor The effect persists.
DLYWalls of HestavarInvoker Utility 16 · DPMinor Area wall 10 within 10 squaresConjuration, Divine
You trace your implement through the air and conjure a simulacrum of the Bright City’s walls.
Eff You conjure a wall of divine energy. The wall can be up to 2 sq high, and it lasts until EONT, The wall is a solid obstacle, and it blocks line of sight. It can be climbed with an Athletics check (DC 20 + one-half your level).
Sust Minor The wall persists.
ENCWord of RefugeInvoker Utility 16 · DPImm Intr PersDivine, Teleportation
With a word, you escape an attack, but at a price.
Trig An enemy makes an attack against you · Eff You negate the triggering enemy’s attack against you and teleport 10 sq. You are dazed until EONT. If you were the only target of the triggering enemy’s attack, the attacker can take a different action.

Level 17 Encounter Prayers

ENCAstral DustInvoker Attack 17 · DPStd Close burst 3Divine, Fire, Implement, RadiantTgt Each enemy in burst
Motes of silvery dust rain from above, burning whatever enemy they land on.
Atk Wis vs Reflex · Hit 2d8 + Wis fire and radiant dmg. If tgt doesn’t move away from you before the end of its next turn, it takes 5 fire and radiant dmg and a –2 penalty to all defenses until EONT.
ENCBlood DebtInvoker Attack 17 · PHB2Std Ranged 10Divine, Implement, RadiantTgt One creature
Each wound your foe deals adds to its mounting debt of blood and invites your allies’ retribution.
Atk Wis vs Will · Hit 3d10 + Wisdom radiant dmg. Until EONT, each creature that tgt attacks gains a +2 bonus to its next attack roll against tgt.
Covenant of Wrath The bonus to the attack roll equals 1 + Con.
ENCChainfireInvoker Attack 17 · DPStd Ranged 10Divine, Fire, Implement
You ignite a foe in a column of hot flames, from which fire streams to nearby enemies.
1° Tgt One creature · 1° Atk Wis vs Reflex · Hit 3d6 + Wis fire dmg. Make a secondary attack that is an area burst 2 centered on the primary target.
2° Tgt Each enemy in burst other than the primary target · 2° Atk Wis vs Reflex · Hit 2d6 + Wis fire dmg.
ENCCurse of HaemnathuunInvoker Attack 17 · PHB2Std Close blast 5Divine, ImplementTgt Each creature in blast
You invoke a faint echo of the curse that transformed the fearsome primordial Haemnathuun into a statue, partially encasing your foes in stone for a moment.
Atk Wis vs Fortitude · Hit 2d8 + Wis dmg, and tgt is dazed and immobilized until EONT.
ENCDaunting BlasphemyInvoker Attack 17 · DPStd Close burst 3Divine, Implement, NecroticTgt Each enemy in burst
The vile words you speak darken your soul as they eat away at your enemies who dare not move.
Atk Wis vs Fortitude · Hit 2d10 + Wis necrotic dmg. The first time tgt moves before SONT, it takes 5 necrotic dmg.
Eff You take 5 dmg.
ENCGlyph of RadianceInvoker Attack 17 · PHB2Std Area burst 1 within 10 squaresDivine, Implement, RadiantTgt Each creature in burst
You invoke a glyph of radiance, a tool used by the gods both to illuminate the darkest realms and to blind their enemies with the glyph’s unyielding light.
Atk Wis vs Will · Hit 2d6 + Wis radiant dmg, and tgt is blinded until EONT.
ENCGlyph of Three BladesInvoker Attack 17 · PHB2Std Area burst 1 within 10 squaresDivine, ImplementTgt Each creature in burst
In ages past, the gods forged three sacred blades that could surround and trap the mightiest primordials. You invoke these weapons to trap your foes in a ring of spectral blades.
Atk Wis vs Reflex · Hit 2d8 + Wis dmg. If tgt moves more than 1 sq before EONT, tgt takes 5 dmg.
Covenant of Preservation The dmg tgt takes from moving more than 1 sq equals 5 + Int.
ENCSound of the Golden ClarionInvoker Attack 17 · DPStd Close burst 1Divine, Implement, PsychicTgt Each creature in burst
At your word, agony lances through the minds of the creatures around you. You are momentarily distracted by their mental screams.
Atk Wis vs Will · Hit 2d10 + Wis psychic dmg, and tgt is weakened until EONT.
Eff You are dazed until EONT.
Covenant of Malediction The size of the burst increases by 1.
ENCWord of PainInvoker Attack 17 · DPStd Close blast 5Divine, Implement, ThunderTgt Each creature in blast
Heavenly trumpets sound, blaring your foes with a perfect note.
Atk Wis vs Fortitude · Hit 3d6 + Wis thunder dmg, and tgt is pushed 1 sq and deafened until the end of its next turn.

Level 19 Daily Prayers

DLYAstral TempestInvoker Attack 19 · PHB2Std Area burst 2 within 10 squaresDivine, ImplementTgt Each creature in burst
You breach the wall between this world and an astral dominion, causing a storm of divine energy to rip through your foes, scattering them, before it dissipates.
Atk Wis vs Fortitude · Hit 7d6 + Wis dmg, and you slide tgt 5 sq and knock it prone.
Miss Half dmg, and you slide tgt 3 sq and knock it prone.
DLYForced SubmissionInvoker Attack 19 · DPStd Ranged 10Charm, Divine, Implement, Psychic, ReliableTgt One creature
Your enemy bends to the divine will expressed through you. You cease focusing on your own defense while you harness it.
Atk Wis vs Will · Hit 2d10 + Wis psychic dmg, and tgt is dominated (save ends). Until this domination ends, you grant CA.
Covenant of Malediction Tgt takes a –2 penalty to saving throws against this domination.
DLYMalediction of GartakInvoker Attack 19 · PHB2Std Ranged 10Divine, ImplementTgt One creature
The exarch Gartak betrayed the gods. He was cursed so that the next killing blow he landed on a foe caused him to die with the same wound.
Atk Wis vs Will · Hit 5d6 + Wis dmg.
Eff Whenever tgt hits with an attack, tgt takes 10 dmg. This effect ends at the end of tgt’s turn if it has not attacked since the end of its last turn.
DLYMark of ForbearanceInvoker Attack 19 · DPStd Ranged 10Divine, Implement, RadiantTgt One creature
You superimpose a divine glyph on your foe. The ancient mark sears your foe with radiant damage and interferes with its attacks.
Atk Wis vs Will · Hit 4d8 + Wis radiant dmg.
Eff Tgt takes a –5 penalty to attack rolls against your bloodied allies (save ends). On each of tgt’s turns, it can make a saving throw against this effect only if it does not attack during that turn.
Miss Half dmg.
DLYSummon Angel of LightInvoker Attack 19 · PHB2Minor Ranged 10Divine, Implement, Radiant, Summoning
A mote of light appears before you, and an angel clad in glowing silver armor steps forth from it. The angel wields a flail that ends in an orb of pure radiance.
Eff You summon a Medium angel of light in an unoccupied sq within range. The angel has speed 6 and fly 8 (hover). It has a +4 bonus to AC and a +2 bonus to its other defenses. Any enemy that starts its turn adjacent to the angel is marked by the angel until EONT. You can give the angel the following special commands.
Minor Melee 1; targets one creature; Wis vs Reflex; 1d10 + Wis radiant dmg, and until EONT, tgt doesn’t have line of sight to creatures more than 5 sq away from it. · OA Melee 1; targets one creature; Wis vs Reflex; 1d10 + Wis radiant dmg.
DLYThunderous ShoutInvoker Attack 19 · DPStd Close blast 5Divine, Implement, ThunderTgt Each creature in blast
Intoning a word of creation, you split the air in a cacophonous blast. Your ears bleed as the word blasts your foes away.
Atk Wis vs Fortitude · Hit 3d10 + Wis thunder dmg, and you push tgt 5 sq and knock it prone. In addition, tgt is deafened (save ends).
Eff You take 10 dmg.
Miss Half dmg, and you push tgt 2 sq. · Covenant of Malediction You instead take 5 dmg.
DLYTomb of MagrymInvoker Attack 19 · PHB2Std Area burst 1 within 10 squaresConjuration, Divine, ImplementTgt Each creature in burst
You invoke the name of Magrym—an exarch of stone and darkness who helped build the prison Carceri—to entomb your foes.
Eff The burst conjures a tomb of white stone. The tomb fills the burst and must be on a solid surface. The tomb is a solid obstacle, and it can be attacked as an object: AC 6, Fortitude 10, Reflex 5, and 60 HP. When the tomb is destroyed, it crumbles into difficult terrain. As the tomb appears, make the following attack. · Atk Wis vs Reflex · Hit 3d6 + Wis dmg, and tgt disappears into the tomb. While inside the tomb, tgt is dazed and doesn’t have line of sight or line of effect to anything other than the tomb. Tgt can make melee and close attacks only against the tomb. When the tomb is destroyed, tgt reappears in the space it last occupied or in the nearest unoccupied space. · Miss Half dmg, and you slide tgt to the nearest space outside the burst.
DLYWrath of the Fallen GodInvoker Attack 19 · DPStd Area burst 2 within 10 squaresDivine, Implement, Psychic, ZoneTgt Each creature in burst
The memory of a fallen god’s anger and agony fills nearby creatures’ minds.
Atk Wis vs Fortitude · Hit 4d6 + Wis psychic dmg, and ongoing 10 psychic dmg (save ends).
Eff The burst creates a zone of agony that lasts until EONT. Any creature that starts its turn within the zone is slowed and takes a –2 penalty to attack rolls until EONT.
Miss Half dmg, and ongoing 5 psychic dmg (save ends).

Level 22 Utility Prayers

DLYCall Angelic ShieldInvoker Utility 22 · DPMinor PersDivine
You summon angelic energy to shield you from harm.
Eff You gain a bonus to all defenses = Int. Each time an attack misses you, the bonus is reduced by 1. This effect lasts until the end of the encounter or until the bonus is 0.
DLYCovenant of VengeanceInvoker Utility 22 · PHB2Minor Close burst 10DivineTgt You or one ally in burst
You forge a covenant with your ally. Anyone foolish enough to attack that ally will suffer your wrath.
Eff All of tgt’s marks end. Until the end of the encounter or until tgt marks a creature, if a creature attacks tgt, you and your allies gain a +4 pwr bonus to attack rolls against that creature until EONT.
DLYHerald of GodInvoker Utility 22 · DPMinor PersDivine
Your voice resonates with divine might.
Eff Until the end of the encounter, you gain a +10 pwr bonus to Bluff checks, Diplomacy checks, and Intimidate checks.
DLYInvoke Angelic FormInvoker Utility 22 · PHB2Minor Ranged 10Divine, PolymorphTgt You or one ally
Your ally partially transforms into an angel and can now fly on divine wings.
Eff Until the end of the encounter, tgt gains a fly speed of 8 and can hover.
DLYInvoke HeroismInvoker Utility 22 · PHB2Minor Ranged 20DivineTgt One ally
The greatest heroes of the gods fought with the fury of two. You grant an ally such might.
Eff Tgt can take an extra standard action during his or her next turn.
DLYInvoke SightInvoker Utility 22 · DPMinor Melee touchDivineTgt You or one ally
Calling on the gods, you bestow the ability to see the unseen.
Eff Tgt gains truesight until EONT. If tgt is blinded, that condition ends.
Sust Minor The truesight persists.
DLYWard of Divine LightInvoker Utility 22 · PHB2Std PersDivine, Healing
You shroud yourself in a column of blinding light that sustains your life and shields you from harm.
Eff You can spend two healing surges, and you are immune to all dmg until SONT. If you willingly attack before EONT, you take dmg equal to your bloodied value.

Level 23 Encounter Prayers

ENCCascade of Five SunsInvoker Attack 23 · PHB2Std Area burst 2 within 10 squaresDivine, Implement, RadiantTgt Each creature in burst
You invoke the power of the five suns—a group of stars the gods used to navigate the Astral Sea when the primordials threatened to extinguish all light—to sear your enemies with radiant energy.
Atk Wis vs Reflex. Make a number of attack rolls equal to the number of targets, and then assign each roll to a target. · Hit 4d8 + Wis radiant dmg.
ENCFateful ForesightInvoker Attack 23 · DPImm Intr Ranged 10Divine, Implement, PsychicTgt The triggering enemy
Prophetic forces showed you this moment long ago. With this foresight, you invoke fate to alter the course of events.
Atk Wis vs Will · Hit 2d8 + Wis psychic dmg. Tgt’s attack is negated and is not expended, and tgt can’t use that attack until the start of its next turn, unless that attack is a basic attack. Tgt can immediately make a different attack.
Trig An enemy within 10 sq of you makes an attack on its turn
Covenant of Preservation Tgt takes a penalty to its next attack roll before EONT = Int.
ENCFetters of DarknessInvoker Attack 23 · DPStd Ranged 10Divine, Implement, Necrotic, TeleportationTgt One or two creatures
You tether your enemies with shadowy manacles.
Atk Wis vs Reflex · Hit 2d8 + Wis necrotic dmg. You teleport tgt 5 sq, and it is immobilized until EONT. If you target only one creature, the attack deals 1d8 extra necrotic dmg, and you teleport tgt 10 sq instead of 5.
ENCFinal ReproachInvoker Attack 23 · DPStd Close burst 3Divine, Force, ImplementTgt Each enemy in burst
You warned them, but they wouldn’t listen.
Atk Wis vs Will · Hit Whenever tgt deals dmg with an attack before EONT, it takes 15 force dmg and is dazed until EONT.
ENCPlague of PoisonInvoker Attack 23 · DPStd Close blast 5Divine, Implement, Poison, ZoneTgt Each creature in blast
The gods answered the blasphemies of the city Sazarus with six vicious plagues. You call down the poisonous plague on your enemies.
Atk Wis vs Fortitude · Hit 4d6 + Wis poison dmg. Tgt’s space becomes a zone of poison gas that lasts until EONT. Any creature that starts its turn within the zone or adjacent to it takes 5 poison dmg.
Covenant of Wrath The zone deals extra poison dmg = Wis.
ENCStorm of CelestiaInvoker Attack 23 · PHB2Std Area burst 2 within 10 squaresDivine, Implement, ThunderTgt Each enemy in burst
You invoke the storms that sometimes rumble over Celestia’s slopes, using their winds and thunder to scatter the enemy.
Atk Wis vs Fortitude · Hit 5d6 + Wis thunder dmg, and you slide tgt to any unoccupied space in the burst.
ENCVindicating FlamesInvoker Attack 23 · PHB2Std Area burst 2 within 10 squaresDivine, Fire, ImplementTgt Each creature in burst
A barrage of fiery orbs fills an area with lingering flames, which surround your foes.
Atk Wis vs Reflex · Hit 2d6 + Wis fire dmg, and if tgt moves before EONT, it takes 10 fire dmg.
Covenant of Wrath If tgt moves before EONT, the fire dmg equals 10 + Con.
ENCWord of BewildermentInvoker Attack 23 · DPStd Close burst 2Divine, Implement, PsychicTgt Each creature in burst
One word is all it takes to strip your enemies of their faculties. Yours are also temporarily dimmed.
Atk Wis vs Will · Hit 1d10 + Wis psychic dmg, and tgt is stunned until EONT.
Eff You are dazed until EONT.
Covenant of Malediction You can choose to become stunned until EONT to increase the size of the burst by as much as 3.
ENCWord of RebukeInvoker Attack 23 · PHB2Std Ranged 10Divine, ImplementTgt One creature
You speak a word of divine rebuke, disrupting your foe’s mind and hindering its attacks.
Atk Wis vs Will · Hit 5d6 + Wis dmg, and tgt is dazed until EONT.
Covenant of Preservation Until EONT, tgt also takes a penalty to attack rolls = Int.

Level 25 Daily Prayers

DLYAnthem of the First DawnInvoker Attack 25 · PHB2Std Close burst 10Divine, Healing, Implement, RadiantTgt Each enemy in burst
When the gods struck their final blow against those who would destroy the cosmos, the dawning of the first day brought death to their enemies and life to their surviving friends.
Atk Wis vs Will · Hit 6d6 + Wis radiant dmg.
Eff Each ally in the burst can spend a healing surge.
Miss Half dmg.
DLYDespised of the GodsInvoker Attack 25 · DPStd Ranged 10Divine, ImplementTgt One creature
Your words strip away your enemy’s defenses, exposing the soul of your foe before the ominous eye of your god.
Atk Wis vs Fortitude · Hit 2d10 + Wis dmg. Tgt loses all resistances and gains vulnerable 20 to all dmg (save ends both).
Miss Half dmg, and tgt gains vulnerable 10 to all dmg until EONT. · Covenant of Malediction You can choose to gain vulnerable 20 to all dmg until EONT. If you do so, tgt takes a penalty to saving throws = Con until EONT.
DLYEye of the SunInvoker Attack 25 · DPStd Ranged 10Conjuration, Divine, Implement, RadiantTgt One creature adjacent to the sphere
You conjure a glimmering ball of radiant energy, which expands into a diminutive sun. It can sear enemies and protect allies.
Eff You conjure a radiant sphere in an unoccupied sq within range. The sphere occupies 1 sq, and it lasts until EONT. Any enemy that starts its turn adjacent to the sphere takes 1d8 + Wis radiant dmg. While adjacent to the sphere, any ally gains a +2 pwr bonus to all defenses. As a move action, you can move the sphere 8 sq. When the sphere appears, it makes the following attack. · Atk Wis vs Reflex · Hit 4d8 + Wis radiant dmg, and tgt cannot attack bloodied creatures until the end of its next turn.
Sust Minor The sphere persists, and you can make another attack with it as a standard action.
DLYInvoke the FallenInvoker Attack 25 · PHB2Std Area burst 2 within 10 squaresDivine, Implement, ZoneTgt Each creature in burst
In their final battles, the gods used their fallen as terrible weapons. The ashes of dead gods choked, blinded, and killed their enemies. You invoke these remains and turn them against your foes.
Atk Wis vs Fortitude · Hit 2d8 + Wis dmg, and tgt takes ongoing 10 dmg and is blinded (save ends both).
Eff The burst creates a zone of lightly obscured terrain until the end of the encounter. While within the zone, you and your allies gain a +2 bonus to attack rolls with divine powers.
Miss Half dmg, and tgt is blinded until EONT.
DLYRacking Invocation of PainInvoker Attack 25 · PHB2Std Area burst 2 within 20 squaresDivine, ImplementTgt Each creature in burst
You invoke the divine word of pain to send agony coursing through your enemies. The slightest touch causes them to double over in pain.
Atk Wis vs Fortitude · Hit 4d8 + Wis dmg, and tgt is dazed and takes 10 extra dmg whenever it is hit by a melee attack (save ends both).
Miss Half dmg, and tgt is dazed (save ends).
DLYRain of Colorless FireInvoker Attack 25 · PHB2Std Area burst 2 within 10 squaresDivine, Fire, Implement, ZoneTgt Each creature in burst
Ancient legends tell of fire without color that fell from the sky for a year to annihilate a nation of wizards who sought to overthrow the gods.
Atk Wis vs Reflex · Hit 3d10 + Wis fire dmg.
Eff The burst creates a zone of colorless fire that lasts until EONT. At the start of your turn, each creature within the zone takes 3d10 + Wis fire dmg.
Miss Half dmg. · Sust Minor The zone persists.
DLYShackles of the Chained GodInvoker Attack 25 · DPStd Ranged 10Divine, Force, ImplementTgt One creature
The Unspeakable One sought power and for his greed found chains and suffering. Those chains wrap around your foe and lash out at its allies.
Atk Wis vs Fortitude · Hit 4d6 + Wis force dmg, and tgt takes ongoing 20 force dmg and is immobilized (save ends both).
Eff Whenever tgt takes this power’s ongoing dmg, each enemy within 5 sq of it is pulled 1 sq toward it, and then each enemy adjacent to it takes 10 force dmg.
Miss Half dmg, and tgt takes ongoing 10 force dmg and is slowed (save ends both).
DLYTrumpet the Eight DoomsInvoker Attack 25 · DPStd Close blast 5Divine, Implement, ThunderTgt Each creature in blast
Angels blew eight trumpets, each sounding a doom more terrible than the last. Your invocation calls one of those dooms onto your enemies.
Atk Wis vs Fortitude · Hit 4d8 + Wis thunder dmg. Roll a d8 to determine an effect. 1. Tgt takes ongoing 10 dmg (save ends). 2. You push tgt 1 sq, and it takes ongoing 10 dmg (save ends). 3. You push tgt 2 sq, and it takes ongoing 10 dmg (save ends). 4. You push tgt 3 sq, and it takes ongoing 10 dmg (save ends). 5. You push tgt 3 sq, and it takes ongoing 10 dmg and is slowed (save ends both). 6. You push tgt 3 sq and knock it prone, and it takes ongoing 10 dmg (save ends). 7. You push tgt 3 sq, and it takes ongoing 10 dmg and is dazed (save ends both). 8. Tgt takes 2d8 extra thunder dmg.
Miss 6d6 + Wis thunder dmg.
DLYWord of CessationInvoker Attack 25 · DPStd Ranged 10Divine, Implement, PsychicTgt One target
You utter a word so potent that it can snuff out your enemy’s life. Even if the foe survives, its ability to fight is reduced for a time. The price you pay is momentary defenselessness.
Atk Wis vs Will · Hit 8d6 + Wis psychic dmg. The only attacks tgt can make are basic attacks (save ends).
Eff You grant CA until SONT.
Miss Half dmg, and tgt takes a –2 penalty to attack rolls until EONT.

Level 27 Encounter Prayers

ENCBrand of FireInvoker Attack 27 · DPStd Ranged 10Divine, Fire, ImplementTgt One, two, or three creatures
Your solemn curse causes fire to leap at your enemies to brand them.
Atk Wis vs Reflex · Hit 4d6 + Wis fire dmg. The first time tgt is hit by a melee or a close attack before EONT, it takes 10 fire dmg.
Covenant of Wrath The first time tgt Is hit by any attack (not just a melee or a close attack) before EONT, it takes 10 fire dmg.
ENCCompel ActionInvoker Attack 27 · DPStd Close blast 5Charm, Divine, ImplementTgt Each creature in blast
You force your enemies to act as you command for a moment. Controlling them requires much of your attention.
Atk Wis vs Will · Hit Tgt is dominated until the end of your next
Eff You grant CA until SONT.
Covenant of Preservation Tgt gains a +2 bonus to attack rolls until the domination ends.
ENCInvoke TerrorInvoker Attack 27 · PHB2Std Area burst 2 within 10 squaresDivine, Fear, Implement, PsychicTgt Each creature in burst
You invoke the words of fear that the gods once cast at the primordials to drive them into the prisons that hold them to this day.
Atk Wis vs Will · Hit 3d8 + Wis psychic dmg, and tgt moves half its speed away from you, avoiding unsafe sq and difficult terrain if it can.
Covenant of Wrath Until SONT, OAs that hit tgt deal extra dmg = Con.
ENCOffering of PeaceInvoker Attack 27 · PHB2Std Ranged 10Divine, Implement, RadiantTgt One enemy
You invoke the word of the gods, offering a foe a moment of respite. If either your foe or your allies break this bond, the gods impose their judgment.
Eff If tgt attacks before EONT, it takes 4d10 + Wis radiant dmg. If you or an ally attacks tgt before EONT, tgt gains 10 temp HP and a +5 bonus to its next attack roll.
Covenant of Preservation You and your allies gain a +2 pwr bonus to all defenses until EONT.
ENCPall of the ShadowfellInvoker Attack 27 · DPStd Ranged 10Cold, Divine, ImplementTgt Two creatures
A shadowy shroud of chill descends on two foes, dooming them together.
Atk Wis vs Fortitude · Hit 3d8 + Wis cold dmg. Whenever tgt deals dmg before EONT, the other target of this power takes 15 cold dmg.
ENCSwarm of Astral SteelInvoker Attack 27 · PHB2Std Area burst 2 within 10 squaresDivine, Implement, ZoneTgt Each enemy in burst
You call on the gods to send a swarm of astral blades to attack your foes. The blades follow your command, slicing at enemies that advance or forcing them to disperse.
Atk Wis vs Reflex · Hit 2d6 + Wis dmg.
Eff The burst creates a zone of blades that lasts until EONT. Choose the zone’s effect: Each target hit by the attack either takes 10 dmg if it ends its next turn within the zone or takes 10 dmg if it ends its next turn outside the zone.
ENCWord of AnnihilationInvoker Attack 27 · PHB2Std Close blast 3Divine, ImplementTgt Each creature in blast
You whisper a word of annihilation, threatening your enemies with oblivion.
Atk Wis vs Will · Hit 4d10 + Wis dmg.
ENCWord of DeathInvoker Attack 27 · DPStd Close burst 1Divine, Implement, NecroticTgt Each creature in burst
You enter a trance and make an ancient utterance, inviting creatures around you to enter the realm of death.
Atk Wis vs Will · Hit 4d10 + Wis necrotic dmg.
Eff You are dazed until EONT.
Covenant of Malediction If tgt is already bloodied, it takes extra necrotic dmg = Con.

Level 29 Daily Prayers

DLYApocalypse from the SkyInvoker Attack 29 · DPStd Area burst 2 within 10 squaresDivine, Force, ImplementTgt Each creature in burst
You invoke a gigantic, shining fist of magical force that smashes down from overhead and blasts out a great pit in one titanic blow.
Atk Wis vs Reflex · Hit 4d8 + Wis force dmg, and tgt is dazed (save ends).
Eff A pit fills the area of the burst and is 10 feet deep. Any creature fully within the area of the pit descends 10 feet, taking no falling dmg for descending that distance.
Miss Half dmg, and you knock tgt prone. You must slide tgt to the nearest unoccupied space outside the burst.
DLYFires of the Silver GateInvoker Attack 29 · PHB2Std Ranged 20Divine, Implement, RadiantTgt One creature
You invoke the power of the Silver Gate, a prison that holds a primordial whose name is long forgotten. The gate’s radiance pours forth, consuming your foe and marking it as anathema. Only a fool lingers near it as you consign its soul to the gods.
Atk Wis vs Will · Hit 7d6 + Wis radiant dmg.
Eff Tgt takes ongoing 10 radiant dmg (save ends). Until tgt saves against this ongoing dmg, any enemy takes 10 radiant dmg when it ends its turn within 5 sq of tgt.
Miss Half dmg.
DLYInvoke the Absolute DarkInvoker Attack 29 · PHB2Std Area burst 2 within 20 squaresDivine, Implement, ZoneTgt Each creature in burst
A sphere of absolute darkness appears amid your foes as you create a gate to the dead space between the planes. The sphere rips at your foes as it draws them near.
Atk Wis vs Fortitude · Hit 6d6 + Wis dmg.
Eff The burst creates a zone of darkness that lasts until EONT. The zone is totally obscured. In addition, any creature that starts its turn within the zone takes 10 dmg, slides 1 sq toward the zone’s center, and is slowed until the end of its turn. You can dismiss the zone as a minor action.
Miss Half dmg. · Sust Minor The zone persists, and you can increase its size by 1 to a maximum of burst 5.
DLYInvoked DevastationInvoker Attack 29 · DPStd Area burst 3 within 20 squaresDivine, Implement, Zone; VariesTgt Each creature in burst
In ancient days, invokers spoke the word of ending to annihilate their enemies, but at such a dreadful cost that it nearly erased their own civilization.
Atk Wis vs Fortitude, Reflex, Will. You make one attack roll per target, comparing the result against all three defenses. A target might be hit up to three times, depending on which defenses are hit. · Hit (Fortitude) 1d8 + Wis force dmg, and ongoing 5 cold dmg (save ends). · Hit (Reflex) 1d8 + Wis lightning dmg, and ongoing 5 fire dmg (save ends). · Hit (Will) 1d8 + Wis radiant dmg, and ongoing 5 psychic dmg (save ends).
Eff The zone creates an area of devastation that lasts until the end of the encounter. The zone is difficult terrain. Any creature that enters the zone or starts its turn there takes 10 dmg.
DLYMalediction of the Eternal PyreInvoker Attack 29 · DPStd Close blast 5Divine, Fire, ImplementTgt Each creature in blast
Flames roar out of you as you consign your enemies to a fiery death.
Atk Wis vs Reflex · Hit 3d10 + Wis fire dmg, and ongoing 20 fire dmg (save ends).
Eff You take ongoing 10 fire dmg (save ends).
Miss 1d10 + Wis fire dmg, and ongoing 10 fire dmg (save ends).
DLYStorm of CreationInvoker Attack 29 · DPStd Area burst 2 within 10 squaresDivine, Force, ImplementTgt Each creature in burst
You tap into the power of creation itself and use it to pound your foes with a force that disrupts their very existence.
Atk Wis vs Fortitude · Hit 4d8 + Wis force dmg, and tgt is stunned (save ends).
After Tgt is dazed (save ends). This aftereffect applies only if you target a single creature. · Miss Half dmg, and tgt is dazed until EONT.
DLYSummon Angel of VictoryInvoker Attack 29 · PHB2Minor Ranged 20Divine, Implement, Summoning
With a great shout, you call to the gods for aid against your foes. An angel of victory, a member of the angelic host that defeated the primordials, answers your call.
Eff You summon a Medium angel of victory in an unoccupied sq within range. The angel has speed 6 and fly 8 (hover). It has a +4 bonus to AC and a +2 bonus to its other defenses. You can give the angel the following special commands.
Minor Melee 1; targets one creature; Wis vs Will; 2d10 + Wis dmg, and tgt takes a –2 penalty to all defenses until EONT. · Std Close burst 2; targets each enemy in burst; Wis vs Reflex; the angel pulls tgt 1 sq, and tgt is slowed until EONT. · OA Melee 1; targets one creature; Wis vs Will; 2d10 + Wis dmg.
DLYWord of the GodsInvoker Attack 29 · PHB2Std Close blast 5Charm, Divine, Implement, PsychicTgt Each enemy in blast
Speaking with the authority of the gods, you utter a word of command. Those who hear it must obey or suffer.
Atk Wis vs Will · Hit Tgt is dominated (save ends).
After 3d6 + Wis psychic dmg. · Miss 6d6 + Wis psychic dmg.

Paragon Paths

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

Adept of Whispers

“The wise know that one cannot speak and listen at the same time.”

Prerequisite: Invoker

The words of creation can bend the elements to your desires, but the words of mortal speech also have power to create or destroy. Far better to listen instead of speak, to seek the wisdom that comes with quiet understanding. You speak sparingly and softly, and you choose your words with great care. By husbanding the power of your voice for the words of creation, you ensure that your mind and soul are focused on the powerful prayers you utter.

Adept of Whispers Path Features

Adept’s Action (11th level): When you spend an action point to take an extra action, you also gain a +2 bonus to attack rolls with divine powers, and you can increase the size of your divine blasts or bursts by 1. These benefits last until the start of your next turn.
Silent Presence (11th level): You gain a +2 bonus to Stealth checks, Insight checks, and Intimidate checks, and creatures cannot perceive you with blindsight or tremorsense. You take a –2 penalty to Bluff checks and Diplomacy checks.
Raised Voice (16th level): When you use a divine attack power, you can choose to raise your voice before you make any attack rolls for it. For that attack, you can score a critical hit on a roll of 19–20, and enemies take a –2 penalty to saving throws against the attack’s effects. However, you are dazed until the end of your next turn.

Adept of Whispers Prayers

ENCAdmonishing WhisperAdept of Whispers Attack 11 · DPStd Close burst 2Divine, ImplementTgt Each enemy in burst
You whisper a single word of power, and your enemies reel back from its might, deafened by it and admonished to do no more harm to your friends.
Atk Wis vs Will · Hit 3d6 + Wis dmg, and you push tgt 2 sq. Tgt is deafened until EONT. If tgt is then adjacent to a bloodied ally, tgt is also dazed until the end of your next
DLYRestorative WordAdept of Whispers Utility 12 · DPStd Melee touchDivine, HealingTgt One ally
You softly call your comrade’s name and whisper a word of healing power.
Eff Tgt can spend two healing surges and make a saving throw.
DLYWhisper of DoomAdept of Whispers Attack 20 · DPStd Close burst 3Divine, ImplementTgt Each enemy in burst
You whisper an ancient curse of dire potency against your enemies.
Atk Wis vs Fortitude · Hit 3d8 + Wis dmg. Tgt takes ongoing 10 dmg and is weakened (save ends both).
Miss Half dmg.

Vow of Silence

Your adept of whispers might have taken a vow of silence. If so, you can still talk to the DM to tell him what your character is doing. You can also take part in normal table discussions and repartee with other players; you can assume that your character uses a basic sign language or a chalk and slate to contribute to party decisions. When your character addresses a PC or another character, you can roleplay your character’s taciturn nature by describing nods, hard looks, head shakes, or hand gestures. Finally, your character can speak in times of great need, since the adept’s vow is voluntary.

Angelic Aspect

“I am one with the angels that serve my god.”

Prerequisite: Invoker

During the gods’ ancient war against the primordials, invokers were their most trusted mortal servants, allowed to wield the raw divine power typically reserved for the gods’ immortal agents, the angels. Over time, the distinction between the most favored mortal invokers and the angels themselves became hard to define. Some invokers drew so much divine energy into themselves that they took on angelic aspects. Some angels, conversely, emptied themselves of divine essence and clothed themselves in mortal flesh as invokers, voluntarily limiting their own power in order to serve as more effective divine agents in the world.

One of those paths is yours, and it has led you to this point: You are neither fully mortal nor fully angel, but some of both. As an angelic aspect, you can channel divine energy through your mortal body to take on angelic characteristics: resistance to the forces of dark and light, an awesome presence that strikes fear into the hearts of those who try to strike you, wings to fly across the field of battle, and mighty attacks akin to those of angels.

If you were born mortal, your transformation is beginning; you are on the threshold of becoming something more, and immortality awaits. If you have always been an angelic being veiled in flesh, the veil is beginning to part and your true nature is being revealed. Either way, your enemies have much to fear.

Angelic Aspect Path Features

Wings of Action (11th level): When you spend an action point to take an extra action, you can fly 8 squares as a free action, and you gain a +2 bonus to AC until the start of your next turn.
Angelic Resistance (11th level): You gain resist 10 necrotic and resist 10 radiant. If you already have either resistance, that resistance increases by 5.
Angelic Emanation (16th level): While you aren’t bloodied, attackers take a –2 penalty to attack rolls against you.

Angelic Aspect Prayers

ENCAngelic BladesAngelic Aspect Attack 11 · PHB2Std Close burst 2Divine, ImplementTgt Each enemy in burst
The metallic wings of an angel of battle sprout from your back and shower your foes with razor-sharp blades.
Atk Wis vs Reflex · Hit 2d6 + Wis dmg, and tgt is slowed until EONT.
Eff You gain a fly speed of 8 until EONT.
DLYShielding NimbusAngelic Aspect Utility 12 · PHB2Minor PersDivine
Divine power surges through you, giving you an angelic visage and shielding you from damage.
Eff Choose a dmg type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You gain resist 10 to that dmg type until the end of the encounter. If you already have resistance to that dmg type, the resistance increases by 5 until the end of the encounter.
DLYColdfire PillarAngelic Aspect Attack 20 · PHB2Std Close burst 3Cold, Divine, Fire, ImplementTgt Each enemy in burst
You bond with an angel of vengeance, transforming yourself into a raging pillar of cold fire.
Atk Wis vs Reflex · Hit 4d8 + Wis cold and fire dmg.
Eff You are immune to cold dmg and fire dmg until SONT.
Miss Half dmg.

Blightspeaker

“Pelor is compassionate, but the wicked deserve the punishment I bring to them in his name.”

Prerequisite: Invoker

Divine wrath can manifest as punishing blasts of radiant light, as fire from the heavens, or as thunder and lightning that smite the gods’ foes. Sometimes, though, the gods’ anger is manifested in plagues and curses upon the wicked. Even good deities can resort to extreme methods to purge the world of corruption. As a blightspeaker, you wield such extreme methods in your god’s name. Like an angel of death, you wield the scythe of necrotic power and harvest life from your enemies to fuel your own strength. To the common folk, you are a frightful presence, a grim reminder of your god’s darker side. To your enemies, you are a terror, a manifestation of the judgment that has been pronounced upon them and of the punishment that awaits.

Blightspeaker Path Features

Blighting Action (11th level): When you spend an action point to take an extra action, each enemy within 5 squares of you gains vulnerable 5 necrotic until the end of your next turn. In addition, all damage you deal during this turn is necrotic in addition to its other damage types.
Dissolution’s Call (11th level): Whenever you score a critical hit with a divine attack power, you regain a number of hit points equal to 5 + your Wisdom modifier.
Echoed Malediction (16th level): When a creature saves against an effect caused by you, that creature takes 10 necrotic damage.

Blightspeaker Prayers

ENCChains of DeathBlightspeaker Attack 11 · PHB2Std Ranged 10Divine, Implement, NecroticTgt One creature
Deadly necrotic energy binds your foe where it stands.
Atk Wis vs Will · Hit 2d6 + Wis necrotic dmg, and tgt is restrained until EONT.
DLYFalse LifeBlightspeaker Utility 12 · PHB2Minor PersDivine
You draw the life force from your opponent, gathering it to yourself and gaining a temporary boost of vitality.
Eff You gain temp HP equal to one-half your level + Wis. If you have hit an enemy since the end of your last turn, you instead gain temp HP equal to your level + Wis.
DLYEndbringerBlightspeaker Attack 20 · PHB2Std Ranged 10Divine, Implement, NecroticTgt One creature
Writhing dark energy, the precursor of an apocalypse, tears at your foe.
Atk Wis vs Will · Hit 2d6 + Wis dmg, and tgt takes ongoing 15 necrotic dmg and is blinded (save ends both).
Miss Half dmg, and tgt takes ongoing 10 necrotic dmg (save ends).

Crimson Arbiter

“You have transgressed, and restitution must be made. Drink deep of your misfortune.”

Prerequisite: Invoker

You are an agent of justice to your deity’s enemies. You are judge, jury, and executioner, although you are more than an inflicter of punishment. You are also a redresser of wrongs and a giver of absolution, enjoined to aid those who have been unfairly treated and to set injustices aright. According to longstanding tradition, you conceal your features beneath a crimson mask or hood while you perform your duties. By this sign the condemned and the forgiven alike know that you are acting not from your mortal passions or preferences, but as your divine master instructs. Crimson arbiters are most likely to serve deities concerned with law or justice, such as Erathis, Bahamut, Pelor, or Bane.

You carry small strips of paper marked with sacred glyphs that lend strength to your prayers for justice. Each holds the name of a power epitomizing mercy, perception, balance, or punishment, guiding you in your judgments.

Crimson Arbiter Path Features

Arbiter’s Action (11th level): When you spend an action point to make an attack, any enemy you hit with that attack takes a –2 penalty to attack rolls (save ends).
Just Presence (11th level): When you score a critical hit with an invoker power, you gain a +2 power bonus to attack rolls against any enemy within 2 squares of you. This bonus lasts until the end of the encounter.
Justice’s Wrath (16th level): The first enemy that damages you in an encounter is subject to your wrath. Until the end of the encounter, you can reroll any damage die that comes up as a 1 when you make a damage roll that includes that enemy as a target.

Crimson Arbiter Prayers

ENCSign of GuiltCrimson Arbiter Attack 11 · DPStd Ranged 10Divine, Fear, Implement, PsychicTgt One enemy
You trace a magical glyph in the air. Your enemy cannot bear the sight of it as the magic evokes deep guilt, causing the enemy to waver in its attacks.
Atk Wis vs Will · Hit 1d10 + Wis psychic dmg. Until EONT, tgt takes a –5 penalty to attack rolls, and if tgt attacks and misses, it must make a MBA against an enemy adjacent to it as a free action.
DLYNo Rest for the WickedCrimson Arbiter Utility 12 · DPMinor PersDivine
You call forth souls from the Shadowfell. As foes strike you, the souls distract them with wailing.
Eff When any enemy hits you before EONT, that enemy takes a –2 penalty to all defenses (save ends).
Sust Minor The effect persists.
DLYSign of PenanceCrimson Arbiter Attack 20 · DPStd Ranged 10Divine, Fire, Implement, Radiant
A glyph of penance appears before you and ignites. Divine fire leaps from it to enemies of weak will.
1° Tgt One target · 1° Atk Wis vs Will · Hit 3d6 + Wis fire and radiant dmg. · Miss Half dmg.
Eff Make a secondary attack that is an area burst 1 centered on the primary target.
2° Tgt Each creature in burst other than the primary target · 2° Atk Wis vs Reflex · Hit 2d6 + Wis fire and radiant dmg, and the secondary target is slowed (save ends).
Eff If the primary attack reduces the primary target to 0 HP, the burst creates an area of difficult terrain that lasts until the end of the encounter.

Devoted Orator

“Take heed! My words are those of the gods, and they are to be feared.”

Prerequisite: Invoker

You are a messenger of the gods and a preacher of divine virtues. Your speech evokes devotion in the faithful and fear in the irreligious. You are an authority for anyone wishing to know the desires of your deity, and you are renowned for your power to enhance and amplify your voice and for your ability to speak in ominous, multilayered tones.

A few devoted orators are trained at temples, but most arise through private devotion. You might have communed directly with a deity and been forever moved by the experience, or you could be one whose faith is strong enough to bridge the mortal and immortal. People who dislike your message might regard you as a scolder, a rabble-rouser, or a threat to the established order, but you have little concern for how they react to you; you speak what the gods put in your heart, and you trust that they will deal harshly with those who ignore you or hinder you in your mission. If you serve a temple, you often prove to be difficult for your superiors to deal with, since your pronouncements chastise the great and the powerful as well as the rest of the people. Consequently, you rarely stay in one place for long. A few theocracies have devoted orators at their head or in close service to the ruler, for few dare to refute the power of one such as you.

Devoted Orator Path Features

Brilliant Rhetoric (11th level): You can use your Intelligence modifier instead of your Charisma modifier when making Diplomacy checks.
Fearsome Oration (11th level): When you spend an action point to take an extra action, you either pull or push each enemy within 5 squares of you a number of squares equal to your Intelligence modifier.
Thundering Prayer (16th level): When you use a close attack power, you can choose to deal extra thunder damage equal to one-half your Intelligence modifier, and you can push a target you hit 1 square. If you do so, the power gains the thunder keyword.

Devoted Orator Prayers

ENCLegion RebukeDevoted Orator Attack 11 · DPStd Close blast 3Divine, Fear, Implement, ThunderTgt Each enemy in blast
You chastise nearby enemies with divine displeasure. Your voice sounds as if many people are speaking at once.
Atk Wis vs Will · Hit 1d8 + Wis thunder dmg. Tgt moves its speed + Int away from you by the safest path possible.
ENCChastisementDevoted Orator Utility 12 · DPImm React Close burst 5DivineTgt The triggering enemy in burst
Your thunderous rebuke weakens an enemy’s resolve.
Trig An enemy within 5 sq of you makes an attack · Eff Tgt gains vulnerable 10 thunder until EONT.
DLYThunderous OrationDevoted Orator Attack 20 · DPStd Close blast 5Divine, Implement, ThunderTgt Each enemy in blast
Your enemies reel upon hearing your thunderous voice.
Atk Wis vs Fortitude · Hit 3d8 + Wis thunder dmg, and tgt is dazed and deafened until EONT.
Eff As the first action of your next turn, you can make the attack again as a free action.
Miss Half dmg.

Divine Hand

“I am the hand of my god. Through my actions, my god’s touch is felt, whether it be a tender caress or a crushing fist.”

Prerequisite: Invoker

Through faithful devotion, you have attracted the attention of your deity, who has elevated you as a divine hand. A mortal representative of your deity, you have a divine mission, such as to construct a great monument in your god’s image, to subdue a tyrant, or to create a temple in a distant land. Your actions sometimes seem without purpose, but they are part of your deity’s grand design. Many divine hands are marked physically by their god in the form of unusual eye or hair color or a blemish on the skin.

As a divine hand, you wield powerful invocations for smiting the enemies of your deity. You are a dauntless soldier for your cause, because your fervor fills your heart with limitless courage. Your great faith strikes fear into your enemies and blazes a bright path across the world.

Divine Hand Path Features

Inspire Terror (11th level): When you spend an action point to take an extra action, you also end any slowed or immobilized conditions on you. In addition, if you make an attack with your extra action, each enemy you hit with that attack is immobilized until the end of your next turn. This attack is a fear effect.
Undaunted (11th level): You gain a +2 bonus to saving throws and to all defenses against fear effects.
Quell the Fearful (16th level): When you hit an enemy with a fear power, that enemy takes a –2 penalty to attack rolls against you until the end of your next turn.

Divine Hand Prayers

ENCHarvest the CravenDivine Hand Attack 11 · DPStd Area burst 2 within 10 squaresDivine, Fear, Implement, PsychicTgt Each enemy in burst
You call terror down on your foes. They fear to remain alone.
Atk Wis vs Will · Hit 2d6 + Wis psychic dmg. Until EONT, tgt is slowed, and it takes a –2 penalty to all defenses when it is not adjacent to another enemy.
DLYTenor of WrathDivine Hand Utility 12 · DPMinor Close burst 5Divine, Fear, Zone
The sky darkens and the ground trembles as you manifest your god’s terrifying presence.
Eff The burst creates a zone of fear that lasts until EONT. When you move, the zone moves with you, remaining centered on you. If willingly entering a sq within the zone would bring an enemy closer to you, entering that sq costs the enemy 1 extra sq of movement.
Sust Minor The zone persists.
DLYCascade of FearDivine Hand Attack 20 · DPStd Close blast 5Divine, Fear, Implement, PsychicTgt Each enemy in blast
You raise your implement high and speak words of portent, assuring your foes of your god’s wrath and sending them sprawling.
Atk Wis vs Will · Hit 2d8 + Wis psychic dmg, and tgt is knocked prone and dazed (save ends). Tgt takes a penalty to saving throws against this effect = Con.
Miss Half dmg, and tgt is knocked prone.

Divine Philosopher

“Knowledge is my weapon; it cuts truer than any sword.”

Prerequisite: Invoker

A paragon of scholarship, you wield the power of knowledge. You believe that the gods are the ultimate vessels of wisdom in the universe, and through devotion to them and careful study of their words, you seek to understand and shape reality itself.

Divine philosophers generally arise from remote monasteries where the words of the gods are studied and debated amid daily chants and meditations. A rare few divine philosophers are self-taught savants, who learn through careful study of divine texts and personal devotion to the gods. Whatever their origins, divine philosophers seek knowledge throughout the world, in temple archives, hidden vaults, and ancient libraries.

As a divine philosopher, you call on your deep understanding of the gods to aid you in your adventures. Your tireless pursuit of knowledge leads you across the planes to ancient civilizations and hostile lands. Although you might serve a particular deity, you seek the wisdom of all the gods, wherever it can be found.

Divine Philosopher Path Features

Insight of the Ancients (11th level): When you spend an action point to make an attack, you can reroll one attack roll you make as part of that attack. You must use the second result.
Student of the Gods (11th level): You gain one divine at-will attack power from a class other than your own as an encounter power.
Knowledge Is Power (16th level): When you succeed on a DC 20 monster knowledge check about a particular creature (DC 25 for a paragon tier creature or DC 30 for an epic tier creature), you gain a +1 bonus to attack rolls and a +2 bonus to damage rolls against that creature until the end of the encounter. If your check result is 25 (30 for a paragon tier creature or 35 for an epic tier creature), you instead gain a +2 bonus to attack rolls and a +4 bonus to damage rolls. You can use this path feature once per day.

Divine Philosopher Prayers

ENCHit the Weak SpotDivine Philosopher Attack 11 · DPStd Ranged 10Divine, Implement, RadiantTgt One creature
You invoke the knowledge of the gods and send out a beam of radiance that lowers your foe’s resistances.
Atk Wis vs Reflex · Hit 2d8 + Wis radiant dmg. Until EONT, tgt’s resistances are reduced by 5 + Int, and its vulnerabilities are increased by Int.
ENCUncanny InsightDivine Philosopher Utility 12 · DPImm Intr PersDivine
You foresee your foe’s next course of action and act, taking advantage of that knowledge.
Trig An enemy within your line of sight takes a standard action, and you are trained in the skill related to that creature’s origin · Eff You take a standard action.
DLYWord of AnathemaDivine Philosopher Attack 20 · DPStd Close burst 5Divine, Fear, ImplementTgt Each enemy in burst that has a creature origin related to a skill you’re trained in
You speak one of the sacred words handed down to you from the gods. The word is anathema to your enemies, enfeebling them.
Atk Wis vs Will · Hit 1d10 + Wis dmg, and tgt is weakened and gains vulnerable 5 + Int to all dmg (save ends both).
Miss Tgt is slowed and gains vulnerable 5 to all dmg until EONT.

Flame of Hope

“I do not aspire to greatness. I hope instead that my actions can kindle the flame of greatness in others.”

Prerequisite: Invoker

When the gods warred with the primordials at the dawn of time, the gods fought to bring hope to the world they had helped to create. If the world had been left to the primordials, it would have been a fearsome place, dominated by tyrants who might destroy and remake any part of the world without warning. All the mortal inhabitants of the world might have been slaves, as the dwarves were enslaved by the titan servitors of the primordials. At best, they might have been terrified fugitives, hiding in despair from the wanton destruction of the world’s elemental rulers.

Because the gods fought the primordials and freed the world from their dominion, the mortal races can live in hope. It is your sacred trust to nurture the embers of hope in the world and stir them into great bonfires that shed light into the world’s darkest places. As a flame of hope, you wield powers of fiery radiance that heal and inspire your allies while burning and blinding your foes.

Flame of Hope Path Features

Inspiring Attack Action (11th level): When you spend an action point to make an attack, you and each ally within 5 squares of you gain a bonus to attack rolls against each target of that attack until the start of your next turn. The bonus equals your Intelligence modifier.
Enduring Hope (11th level): While you aren’t bloodied, each ally within 5 squares of you gains a +1 bonus to saving throws.
Righteous Resurgence (16th level): When you use your second wind, each enemy within 5 squares of you takes 1d6 + your Intelligence modifier fire and radiant damage, and each ally within 5 squares of you gains temporary hit points equal to that damage.

Flame of Hope Prayers

ENCNuminous CascadeFlame of Hope Attack 11 · PHB2Std Ranged 10Divine, Fire, Implement, Radiant
Brilliant fire streams from you to burn your foe, and cascades past that foe to sear another. Radiance dances across both targets, guiding the attacks of your allies against them.
1° Tgt One creature · 1° Atk Wis vs Reflex · Hit 2d10 + Wis fire and radiant dmg. Until EONT, your allies gain a +2 bonus to attack rolls against the primary target.
Eff Make a secondary attack.
2° Tgt One creature within 5 sq of the primary target · 2° Atk Wis vs Reflex · Hit 1d10 + Wis fire and radiant dmg. Until EONT, your allies gain a +2 bonus to attack rolls against the secondary target.
DLYBlinding WardFlame of Hope Utility 12 · PHB2Imm Intr Ranged 10DivineTgt The triggering enemy
Brilliant fire erupts from your ally at your word, blinding the enemy who sought to harm your friend.
Trig An enemy within 10 sq of you makes an attack roll against you or your ally · Eff Tgt is blinded until SONT.
DLYSunburst BulwarkFlame of Hope Attack 20 · PHB2Std Close burst 3Divine, Fire, Healing, Implement, RadiantTgt Each enemy in burst
Radiant fire erupts from you, bringing respite to your allies and searing your foes, rooting your enemies in place.
Atk Wis vs Fortitude · Hit 2d8 + Wis fire and radiant dmg, and tgt is immobilized until EONT.
Eff Each ally in the burst can spend a healing surge and regains additional HP = Int.

Hammer of Vengeance

“By the hammer Guldarak, Moradin will have vengeance against his foes. And I will deliver it.”

Prerequisite: Invoker

During the war against the primordials, Moradin and Kord worked together to forge Guldarak, “the God Hammer.” They crafted the hammer out of raw thunder and bound its handle with rings of lightning. Moradin was the first to wield the hammer, taking it into the Great Dismal Delve in the heart of the Elemental Chaos. Moradin used the God Hammer to shatter the stone that protected the primordial Zurtharak, who was called the Vein of Iron for the way he burrowed and twisted through solid stone. With Kord and Bahamut at his side, Moradin then used the hammer to shatter the primordial’s body. Several other gods wielded Guldarak during the war, and the hammer became a symbol of divine vengeance. Each time the primordials scored a victory against the gods, a god lay a hand on Guldarak, swore an oath of vengeance, and then took up the hammer and carried out that oath.

Like Guldarak, you are an instrument of divine vengeance, wielding thunder to smite your god’s foes. Thunder wards your allies and dazes your enemies, and can even teleport your allies to your side.

Hammer of Vengeance Path Features

Lingering Rebuke (11th level): When you spend an action point to take an extra action, each enemy that hits or misses you or an ally within 5 squares of you before the end of your next turn takes 1d6 + your Constitution modifier thunder damage.
Enduring Castigation (11th level): While you’re not bloodied, each enemy within 5 squares of you takes a –2 penalty to saving throws.
Penance (16th level): Whenever you score a critical hit with a divine attack power, the target is dazed until the end of your next turn.

Hammer of Vengeance Prayers

ENCMark of CastigationHammer of Vengeance Attack 11 · PHB2Std Ranged 10Divine, Implement, ThunderTgt One creature
You batter your foe with thunder and promise it explosive retribution if it attacks.
Atk Wis vs Will · Hit 1d10 + Wis thunder dmg. If tgt hits or misses you or your ally before EONT, tgt takes 3d10 + Wis thunder dmg.
ENCThundering SummonsHammer of Vengeance Utility 12 · PHB2Move Close burst 10Divine, TeleportationTgt One or two allies in burst
With a thundering word, you call your allies to your side. They arrive like echoes rolling across the sky.
Eff You teleport each target to a space adjacent to you.
DLYWarding ThunderHammer of Vengeance Attack 20 · PHB2Std Area burst 2 within 10 squaresDivine, Implement, Thunder, ZoneTgt Each enemy in burst
You surround yourself and your allies with a ward of thunder, which batters your enemies. One of your allies carries your mark of protection, so if your foes attack that ally, the ward erupts in thunder again.
Atk Wis vs Fortitude · Hit 5d6 + Wis thunder dmg.
Eff The burst creates a zone of warding thunder that lasts until EONT. Choose an ally when the zone is created. If any enemy attacks that ally, you can repeat the attack against each enemy within the zone as a free action.
Sust Minor The zone persists.

Keeper of the Nine

“You brought this onto yourself.”

Prerequisite: Invoker, trained in History

Ancient scrolls speak of the world’s last days, foretelling a time of violence and destruction that will consume everything. You have studied these scrolls and know the disasters destined to befall the world: nine terrible catastrophes that will one day cause its doom. These supernatural disasters were sown in the world’s foundations during the first days and now lie buried beneath mighty seals in its far corners. It is your task to ensure that these seals remain intact, for each time some evil power breaks one, the end of all things draws closer. Those who meddle with the seals flirt with the destruction of all and risk upsetting the great purpose of the cosmos.

To safeguard the ancient seals, you are initiated into a secretive order: the Keepers of the Nine. You learn powerful prayers of warding and destruction so that you can deal with those who meddle with forces they do not understand. Keepers are drawn from many races and include servants of different gods, but most are dedicated to Erathis, Ioun, or Moradin. Old disagreements and jealousies are common among the Keepers, but all agree that the Nine Seals must remain hidden and unbroken.

Keeper of the Nine Path Features

Dooming Action (11th level): When you spend an action point to make an attack, one target hit by that attack gains vulnerable 5 to all damage (save ends).
Ruining Prayer (11th level): When you use any invoker power that is a close attack, you can turn the ground around you into rubble; each square adjacent to you becomes difficult terrain until the rubble is cleared.
Keeper’s Vengeance (16th level): When you are bloodied and use an invoker power that creates a burst, you can increase the size of the burst by 1.

Keeper of the Nine Prayers

ENCGlyph of WarningKeeper of the Nine Attack 11 · DPStd Close burst 10Divine, FearTgt Each enemy in burst
A complex glyph appears in the air above you, repelling your enemies.
Eff Each target moves its speed away from you as a free action. Any ally who makes an OA provoked by this movement gains a pwr bonus to the attack roll and the dmg roll equal to 2 + Int.
DLYKeeper’s MantleKeeper of the Nine Utility 12 · DPImm React PersDivine, Teleportation
A shimmering blue aura of energy settles over your shoulders, whisking you away from your enemies’ attacks and distracting foes standing too close to you.
Trig You take dmg from an enemy’s attack while you are bloodied · Eff You teleport 5 sq. Each enemy adjacent to you when you teleport grants CA until EONT.
DLYThe Tenth SealKeeper of the Nine Attack 20 · DPStd Ranged 10Conjuration, Divine, Implement, Thunder
You conjure a glyph that unleashes the magic of the Tenth Seal, known only to the most powerful Keepers of the Nine. Your enemies are stunned in its thunder.
Eff You conjure a glyph of the Tenth Seal in an unoccupied sq within range. The glyph lasts until EONT. When the glyph appears, it makes an attack that is a close burst 3. · 1° Tgt Each enemy in burst · 1° Atk Wis vs Will · Hit 2d8 + Wis thunder dmg, and the primary target is stunned (save ends).
Sust Minor The glyph persists and makes a secondary attack that is a close burst 3.
2° Tgt Each enemy in burst · 2° Atk Wis vs Will · Hit 1d8 + Wis thunder dmg, and the secondary target is dazed (save ends).

Speaker of the Word

“It is simple to speak the Word. Knowing how and when to use the Word—and how to ease your conscience after you unleash its power—is more complex.”

Prerequisite: Invoker

You are an initiate in a rare tradition, one that embraces a unified religious concept summed up in one word of power. The Word was crafted by the gods to be a great weapon. Only the most trustworthy and compassionate invokers are taught the syllables of the Word, and even they seldom use its power. Each syllable, when spoken in the proper pitch and cadence, is a powerful prayer in its own right, and those brief tones are the most powerful weapons of your faith.

It is not enough simply to repeat the syllables that comprise the Word: to unleash its power you must desire to do so, speaking it exactly and framing the philosophical significance of each syllable in your mind as you say it. Uttering the Word unleashes dangerous divine energy, and even speakers of the Word dare not utter it in a voice louder than a whisper.

Speaker of the Word Path Features

Speaker’s Action (11th level): When you spend an action point to take an extra action, you can also reroll one die you roll during the same turn for an attack roll, a damage roll, a skill check, or a saving throw and use either result.
Influencing Syllable (11th level): You gain a +2 bonus to Charisma-based skill checks.
Empowering Syllable (16th level): After you use a speaker of the Word power, you gain a +2 power bonus to attack rolls until the end of your next turn.

Speaker of the Word Prayers

ENCSyllable of LightSpeaker of the Word Attack 11 · DPStd Close burst 2Divine, Implement, RadiantTgt Each enemy in burst
You whisper an otherworldly tone, and lights swirl around you, blinding your foes and surrounding your allies in cloaks of radiance.
Atk Wis vs Will · Hit 1d8 + Wis radiant dmg, and tgt is blinded and deafened until the end of your next
Eff Each ally in the burst gains a +2 pwr bonus to all defenses and resist 5 radiant until EONT.
ENCGuiding SyllableSpeaker of the Word Utility 12 · DPMinor Close burst 5DivineTgt You and each ally in burst
A syllable of the Word is enough to guide others’ steps.
Eff You slide tgt a number of sq = Int. The next time tgt hits with an attack before EONT, you can slide the hit creature 1 sq as a free action.
DLYThe Word SpokenSpeaker of the Word Attack 20 · DPStd Area burst 3 within 10 squaresDivine, Implement, PsychicTgt Each creature in burst
In a soft voice, you intone the complete Word, unleashing its sublime destruction.
Atk Wis vs Will · Hit 3d8 + Wis psychic dmg, and ongoing 10 psychic dmg (save ends). In addition, tgt fails its next saving throw before the end of the encounter.
Miss Half dmg, and ongoing 5 psychic dmg (save ends).

Stonecaller

“The wrongs of old are remembered in the very rocks of the world. Secret wrath lies sleeping in stone.”

Prerequisite: Invoker

The ancient language of creation lies locked within the bones of the earth. You have mastered some of the oldest and most fundamental syllables of this language, syllables so sonorous that they almost defy being uttered by mortals. With your words and your will, you can wake the very stone of the world to lend you its strength or lash out at your enemies.

Dwarves were the first mortal stonecallers, but the tradition has since spread to other races, especially goliaths, shifters, and barbaric humans—people who live close to the elements. Throughout the world, mountain folk know the power of the stonecaller’s voice.

Stonecaller Path Features

Stonecaller’s Action (11th level): When you spend an action point to take an extra action, you also create an earthquake in a close burst 2, 5, or 10 (your choice). Until the start of your next turn, all creatures other than you treat the area of the burst as difficult terrain, and any creature you hit while it is in the burst is knocked prone after the attack’s effects are resolved.
Strong Footing (11th level): When any attack would knock you prone, you can make a saving throw. If you save, you don’t fall prone. In addition, you ignore difficult terrain if it is the result of rubble, uneven stone, or an earthen construction.
Stonesight (16th level): You gain tremorsense 5 as long as you are in contact with the ground.

Stonecaller Prayers

ENCEarthboltStonecaller Attack 11 · DPStd Area burst 2 within 10 squaresDivine, Implement, ZoneTgt Each creature in burst
At your command, the ground beneath your enemies erupts in jagged fangs of stone.
Atk Wis vs Fortitude · Hit 3d6 + Wis dmg, and tgt is knocked prone.
Eff The burst creates a zone of uneven stone that lasts until EONT. The zone is difficult terrain.
ENCRooted to the EarthStonecaller Utility 12 · DPImm Intr Close burst 2DivineTgt The triggering character
The earth grants you or your friend its immovable mass and deep power.
Trig You or an ally within 2 sq of you is bloodied, pulled, pushed, or slid by an enemy attack · Eff Tgt can use his or her second wind and isn’t subject to the forced movement, if any.
DLYBlack Obelisk of DoomStonecaller Attack 20 · DPStd Ranged 20Conjuration, Divine, Implement, NecroticTgt One creature in burst
You call forth a great pillar of rock. An ancient rune of destruction is carved on it. Enemies that behold it are drawn to their doom.
Eff You conjure a black obelisk that fills an unoccupied sq within range. The obelisk must be on a solid surface and is a 10-foot-high solid obstacle. It lasts until EONT. Any enemy that starts its turn adjacent to the obelisk is weakened until the start of its next turn. When the obelisk appears, it makes an attack that is a close burst 4. · Atk Wis vs Will · Hit 3d8 + Wis necrotic dmg, and tgt is pulled 3 sq toward the obelisk and immobilized (save ends).
Sust Minor The obelisk persists. As a standard action, you can make its attack again.

Theurge of the Compact

“I will not bow.”

Prerequisite: Invoker, Covenant of Wrath class feature

You walk a perilous path, for you study the rare and dangerous fragments of the Compact Infernal. Through your understanding of this dark lore, you have harnessed the power of the Nine Hells. You hold mastery over infernal conflagrations and can conjure fiendish servants. With such power at your command, you run the risk of becoming consumed by pride and being seduced by fell whispers. You must use your powers with great care—if you falter, the fiends that serve you might become your masters.

Theurge of the Compact Path Features

Incendiary Action (11th level): When you spend an action point to make an attack, each target hit by that attack gains vulnerable 5 fire until the end of your next turn.
Bringer of Despair (11th level): When you score a critical hit with an invoker attack power, you can take 5 damage. If you do so, the target of the critical hit takes a –2 penalty to attack rolls (save ends).
Fiery Wrath (16th level): The bonus damage of your Covenant Manifestation is fire and is 2 instead of 1, for each enemy.

Theurge of the Compact Prayers

ENCHellfire UnleashedTheurge of the Compact Attack 11 · DPStd Ranged 10Divine, Fire, Implement, PoisonTgt One creature
Hellish fire erupts within your enemy, while black smoke poisons the air around it.
Atk Wis vs Fortitude · Hit 2d10 + Wis fire and poison dmg. Each creature adjacent to tgt takes 5 poison dmg and grants CA until EONT.
ENCInfernal GuardianTheurge of the Compact Utility 12 · DPMinor Melee 1Conjuration, Divine
A sinister figure formed from hellfire appears beside you to protect you from harm.
Eff You conjure an infernal guardian in an unoccupied sq adjacent to you. The guardian lasts until EONT. While you are adjacent to the guardian, you are immune to charm effects and fear effects, and you gain resist 10 fire.
Sust Minor The guardian persists.
DLYFiery CompanionsTheurge of the Compact Attack 20 · DPStd Close burst 10Conjuration, Divine, Fire, ImplementTgt One adjacent creature
Fire erupts across your body as you scream the word to rip open reality and call forth fiends to aid you.
Eff You conjure four fiery fiends in four unoccupied sq in the burst. The fiends occupy their sq, and they last until EONT. Any creature that leaves a sq adjacent to a fiend on its turn takes ongoing 10 fire dmg (save ends). When the fiends appear, they each make the following melee attack (determine line of sight from each fiend). A fiend attacks an ally if no enemies are adjacent to it. · Atk Wis vs Reflex · Hit 2d8 + Wis fire dmg, and ongoing [number illegible] fire dmg (save ends).
Sust Minor The fiends persist. As a standard action, you can cause each of the fiends to make its attack again. As before, a fiend attacks an ally if no enemies are adjacent to it.

Vessel of Ichor

“I am more than mortal, for I have tasted the blood of the gods.”

Prerequisite: Invoker, Covenant of Wrath class feature

To strengthen you for the hardships that lie ahead, you have been given a rare blessing: You have drunk a single drop of ichor, the blood of the gods. The potency of ichor is more than the mortal frame was meant to bear, and the effect of consuming even a drop was almost enough to kill you. But you survived, and now a tiny portion of immortal blood flows through your veins.

Ichor is exceedingly rare in the world. Secretive religious orders carefully hoard vials containing the silvery substance, concealing it in well-defended temples, remote monasteries, or hidden shrines. You might have discovered the drop you consumed in a long-forgotten vault years ago and carried the vial until you grew powerful enough to drink its contents and live. Or emissaries of those who first schooled you in the invoker’s way might have arrived when you were ready to take this path, bringing you the drop of ichor. In any event, your goal as a vessel of ichor is to defend the great and noble things the gods have created against those who would tear them down. Whenever a servant of the gods is murdered, whenever something sacred is defiled, it is an affront to divine sovereignty.

Vessel of Ichor Path Features

Vessel’s Action (11th level): When you spend an action point to take an extra standard action, you also gain an extra minor action you can use before the end of your next turn. If you are bloodied when you spend the action point, you gain an extra move action instead.
Invoker’s Blood (11th level): When you use your armor of wrath power, you deal 2d6 extra damage if you are bloodied.
Vessel’s Resistance (16th level): You gain resist 5 to all damage while you are bloodied.

Vessel of Ichor Prayers

ENCFiery GlanceVessel of Ichor Attack 11 · DPStd Ranged 20Divine, Implement, Radiant
You summon the divine power in your blood. Your eyes blaze with silver fire as you fix your gaze on your foe.
1° Tgt One creature · 1° Atk Wis vs Reflex · Hit 1d10 + Wis radiant dmg, and tgt is dazed until EONT. Make a secondary attack that is an area burst 2 centered on the primary target.
2° Tgt Each enemy in burst other than the primary target · 2° Atk Wis vs Reflex · Hit 1d10 + Wis radiant dmg.
DLYHoly VigorVessel of Ichor Utility 12 · DPImm React Close burst 10Divine, HealingTgt The triggering ally in burst
You call on the divine potency in your blood. In a flash, you and your friend are emboldened to strike back at your foe.
Trig An enemy hits your ally within 10 sq of you · Eff You and tgt gain a +2 pwr bonus to the next attack roll each of you makes against the triggering enemy before the end of the encounter. If tgt was bloodied by the triggering enemy’s attack, he or she can spend a healing surge.
DLYSilver RainVessel of Ichor Attack 20 · DPStd Area burst 3 within 20 squaresDivine, Healing, Implement, Radiant, ZoneTgt Each enemy in burst
A rain of silver droplets showers your friends and foes with the power of divine ichor.
Atk Wis vs Fortitude. You gain a bonus to the attack roll and the dmg roll equal to the number of bloodied allies in the burst and an additional +1 if you are bloodied. · Hit 4d8 + Wis radiant dmg, and ongoing 5 radiant dmg (save ends).
Eff The burst creates a zone of ichor that lasts until EONT. Any bloodied ally who starts his or her turn within the zone regains HP = Con. Any enemy that isn’t bloodied that starts its turn within the zone takes radiant dmg = Con.
Miss Half dmg. · Sust Minor The zone persists.

Invoker (PHB2 + Divine Power) —