In today's Divine Power preview, we present a new build for invokers -- the Malediction Invoker!
"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.
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.
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.
Suggested Class Feature: Covenant of Malediction*
Suggested Feat: Baleful Malediction
Suggested Skills: Arcana, Endurance, Insight, Religion
Suggested At-Will Powers: grasping shards, visions of blood*
Suggested Encounter Power: summons of justice*
Suggested Daily Power: execration*
*New option presented in Divine Power
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.
Covenant of Malediction
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.
Level 1 Daily Prayers
Invoker Attack 1
You spit a dread curse, which punishes your enemies and causes you to feel an echo of their pain.
Daily Divine, Implement
Standard Action Close
One or two creatures in burstAttack:
Wisdom vs. Will
Hit: 1d8 + Wisdom modifier damage, or 2d8 + Wisdom modifier damage if you target only one creature. The target takes ongoing 10 damage (save ends).
Miss: Half damage, and ongoing 5 damage (save ends).
Effect: You take ongoing 5 damage (save ends).
Level 9 Daily Prayers
Malediction of Rigidity
Invoker Attack 9
Those arrayed around you are reluctant to move lest you blister them again with your punishing words, which stiffen your own limbs.
Daily Divine, Fear, Implement
Minor Action Close
Each creature in blastAttack:
Wisdom vs. Will
Hit: 1d8 + Wisdom modifier damage. The target takes ongoing 10 damage and is immobilized (save ends both).
Miss: Half damage. The target takes ongoing 5 damage and is slowed (save ends both).
Covenant of Malediction: The target takes a –2 penalty to saving throws against these effects.
Effect: You are immobilized until the end of your next turn.
Level 25 Daily Prayers
Despised of the Gods
Invoker Attack 25
Your words strip away your enemy's defenses, exposing the soul of your foe before the ominous eye of your god.
Daily Divine, Implement
Standard Action Ranged
Wisdom vs. Fortitude
Hit: 2d10 + Wisdom modifier damage. The target loses all resistances and gains vulnerable 20 to all damage (save ends both).
Miss: Half damage, and the target gains vulnerable 10 to all damage until the end of your next turn.
Covenant of Malediction: You can choose to gain vulnerable 20 to all damage until the end of your next turn. If you do so, the target takes a penalty to saving throws equal to your Constitution modifier until the end of your next turn.