Build: Malediction Invoker
Divine Covenant: Covenant of Malediction
Background: Dwarf - Outcast (+2 to Bluff)
TRAINED SKILLS
Arcana +8
Heal +10
History +8
Insight +10
Religion +8
UNTRAINED SKILLS
Acrobatics -2
Athletics -1
Bluff +2
Diplomacy
Dungeoneering +6
Endurance +4
Intimidate
Nature +4
Perception +4
Stealth -2
Streetwise
Thievery -2
FEATS
Invoker: Ritual Caster
Implement expertise (rod) - +1 to attack rolls with rod
Divine Healer - cleric training in heal and Healer's Lore
POWERS
Channel Divinity powers: (one per encounter)
Rebuke Undead
Close burst 5, each undead creature in burst
1d20+6 v Will
Hit: 1d10+4 radiant, pushed 2 squares and dazed to end my next turn
Miss: half damage
Maledictor's Doom
Minor Action
Close burst 5, each enemy in burst (divine, fear)
No roll
Each enemy takes a -1 penalty to attack rolls and saving throws to the end of my next turn. Whenever a target is hit by a fear attack before the end of my next turn, they can be pushed one square as a free action.
Invoker at-will 1: Avenging Light
Divine, Implement, Radiant
Range 10. One Creature
1d20+6 v Fort
1d10+4 radiant damage.
If a bloodied ally is adjacent to the target, attack deals an extra +3 damage (Con Mod)
Can be used as basic ranged attack
Invoker at-will 1: Hand of Radiance
Divine, Implement, Radiant
Ranged 10. 1, 2 or 3 creatures.
1d20+6 v Ref
On hit, target takes 1d4+4 radiant
Invoker encounter 1: Whispers of Defeat
Divine, Fear, Implement, Psychic
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Wisdom vs. Will (1d20+6)
Hit: Until the end of your next turn, the target takes a -2 penalty to attack rolls, and whenever the target misses with an attack, it takes 9 psychic damage.
Covenant of Malediction: Add your Wisdom modifier to the psychic damage.
Invoker daily 1: Execration
Divine, Implement
Close burst 5. 1 or 2 creatures in burst
1d20+6 v Will
On hit, targets take 1d8+4 damage and 10 ongoing (se). If only one creature is targeted, it takes 2d8+4 damage and ten ongoing.
Miss - half damage and ongoing 5 (se)
Effect - you take 5 ongoing (se)
Invoker Utility 2: Wall of Light
Daily
Minor
Area wall 5 within 10
You conjure a wall of divine energy. The wall is one square high and lasts until the end of your next turn. While within the wall, an ally gains +1AC and each ally who starts their turn in the wall gains 5 temp hp.
Sustain minor.
RITUALS
Hand of Fate, Banish Vermin