The Whole Duty of Man - A guide to Invokers

253 posts / 0 new
Last post

The Whole Duty of Man - The Invoker Handbook


Fear God, and keep his commandments: for this is the whole duty of man. - Ecclesiastes 12:13


0822b40d15700d30de23b687f31807b5.jpg?v=144900


Gandalf and the Balrog II, by John Howe


Invokers are a divine ranged controller class introduced in Player's Handbook 2. They do three things well: they toss out large AOEs, they stunlock, and they help enable nova turns. Most builds will concentrate on some subset of these, but most invoker builds can do more than one at once. The only downside to this versatility is that these specialties are not immediately apparent. It's easy to flounder around taking random abilities and not actually making a build... or worse, you could fall into one of the trap "strategies" built into the class, like trying to make a build focusing on the class's defensive and healing abilities.


Invokers are the AOE kings. It's easily possible to make an invoker who is always attacking two or more targets as long as there are two or more targets to be attacked. Every level of dailies and encounters has at least two AOE powers you'd actually want to use, invokers have more multitarget at-will powers than single-target at-wills, and many invoker AOEs (particularly at Paragon and Epic levels) are ally-friendly. While they don't get arcane AOE support like Enlarge Spell or Destructive Wizardry, all three divine covenants do get a special ability that benefits AOE encounter and daily powers. The invoker's profusion of multitarget abilities also lends itself well to stacking rider effects, like Mark of Storm's profusion of slides and the Morninglord paragon path's Burning Radiance radiant vulnerability.


Invokers can stunlock passably, if not as well as wizards. Stunlock invokers have suffered from the various nerfs of items like Phrenic Crown and Earthroot Staff, and they never could use any of the arcane save penalty tools like Spell Focus or the illusion support. However, invokers do frequently get inherent save penalties in their powers starting around paragon, and they get some unique save penalty tools like the Sea/Tyranny domains and the Hammer of Vengeance and Adept of Whispers paragon paths. Invokers can make use of these save penalties to remove multiple dangerous foes, as each level of dailies tends to have at least one AOE save-ends effect that completely removes affected enemies from the fight (stun, blindness, etc.)


Invokers also mix a bit of leader into their controller. Invokers powers often come with large boosts to party members, either by applying defensive penalties (like reduced AC or added damage vulnerability) to enemies or simply by applying buffs to allies. Covenant of Wrath invokers, in particular, get a number of abilities that have con-based ally-buffing kickers. In fact, until Rain of Blood was errataed they were infamous for doing so. While any wrathvoker can do this decently simply by picking the right powers, a whole party built around radiant damage can accomplish amazing nova turns, as invokers can make use of many different sources of radiant vulnerability (particularly Morninglord from FRPG and Solar Enemy and Power of the Sun from Divine Power). A ranger will happily offhand a Sunblade or Radiant weapon (both from AV) if you tell him that you're going to give him +20 damage on every hit for a turn every fight.


Invokers also get a little bit of the other half of the healer role: defensive and healer mojo, particularly in the form of group-benefiting zones. (Many Covenant of Preservation kickers focus on this subspecialty.) You can also pinch a defender-ish schtick: conditional abilities that punish enemies for taking certain sorts of actions, typically for attacking a party member. Feel free to sink some utility powers into group-buffing or temporary-HP-generating zones, but don't get carried away. Not only does a full leader or full defender do either job more effectively than an invoker ever will, but it's easy to spend actions and resources on defensive abilities, dragging out the fight. By playing to your strengths, fights are shorter, less risky, and more exciting.


Invokers don't do some typical controller things well. In particular, you're playing a bit more reactively than other controllers, since you can't fill up the battlefield the way a wizard or druid can. Your conjurations and zones are often weak, hard-to-use, immobile, or several of those at once. To make up for this, many invokers take advantage of "chessmaster" repositioning abilities to get that big disabling AOE effect off without blasting the party into oblivion, or ally-friendly effects, to simply curtain the ongoing battle with damage and buffs/debuffs.


Invokers get big effects that wreck enemies and enable the rest of the party to wreck enemies. Just don't expect to be doing wizard-class damage on your own, or to be able to mix it up the way a druid can. Focus on always hitting some guys instead of one guy and everyone instead of some guys, and try not to blast the ranger too often. It's not his fault he was standing there... after all, you did tempt him with +20 damage per hit.


Right, first things first. We've all seen one of lordduskblade's guides, or one of the many guides that poached his format. This is another one of the latter. I don't go in for quite as many rating levels, and note that I won't be rating anything that isn't an actual choice. You don't need me to tell you that Rebuke Undead is really useful for harming undead. I also don't go in for gold ratings; other than a few feat tax feats, controller options tend to be situational and build-reliant.


Ratings:
Note that I omit both the typical purple and gold ratings. Most items which would be purple are instead rolled into red; red options aren't necessarily as bad as they are in other guides. Anything which would be gold is sky blue and called out in prose.
Red: You probably don't want this. This option is either uncommonly weak or actively harmful to most builds, and generally you will be best off avoiding these choices. Choices with zero synergy whatsoever with invokers will typically be omitted entirely.
Black: This is a situationally useful choice. Perhaps it's power-neutral, perhaps it's situationally useful but comes at an opportunity cost, perhaps it's just boring.
Blue: A solid choice. This will almost always make you appreciably better.
Sky Blue: These are near-obligatory choices which fit into nearly any build. Some of them are so strong that you'll want to structure the entire build around them.


Sources

AV - Adventurer's Vault
AV2 - Adventurer's Vault 2
D XXX - Dragon Magazine, issue XXX
DDM - Power cards packed in with Dungeons & Dragons Miniatures packs
FRPG - Forgotten Realms Player's Guide
EPG - Eberron Player's Guide
MM - Monster Manual
MOTP - Manual of the Planes
MP - Martial Power
MP2 - Martial Power 2
AP - Arcane Power
DP - Divine Power
PP - Primal Power
PHB - Player's Handbook
PHB2 - Player's Handbook 2
PHB3 - Player's Handbook 3
PHR - Player's Handbook Races

Terminology

Dumpster-diving - The process of digging through many books (or articles or issues of Dragon or whatever) to look for the One True Feat/Power/Paragon Path/item/whatever that will make your character work. Basically, the work involved in writing these guides. Frostcheese - The combination of Frost weapons, the Wintertouched feat, and the Lasting Frost feat, all from PHB. This effect turns all of your attacks into cold-typed attacks, gives any enemy you hit vulnerability 5 to cold, and gives you combat advantage against any enemy vulnerable to cold. Generally, this is not a tactic that invokers will use as their main strategy.
Kicker - An extra ability or effect attached to some other ability or power. An extra effect based on a intelligence would be an "int-based kicker", whereas a Covenant of Preservation-only extra would be a "presevoker kicker." Murder Pinball - The tactic of creating damaging zones, then moving enemies in and out of them to deal damage many times. Zones which deal damage when they are entered and/or left can be used for murder pinball, but zones which deal damage at other times (such as at the start or end of the creator's or target's turn) cannot.
Radiant Mafia - A party built around conditional radiant powers, particularly the Morninglord (FRPG) paragon path's ability to inflict vulnerability 10 to radiant damage on enemies. Characters use Radiant weapons (PHB) and radiant-typed powers to make the most of this.
Stunlock - The tactic of debuffing enemies such that they cannot take any useful actions. In particular, the tactic of applying a condition like stunned or immobilized, then stacking save penalties so that enemies never lose that condition.

Inspirations and Credits (aka stuff I just ripped off and people who did the work for me):
DaButcher's Judgement Has Arrived: The Invoker's Handbook is this thread's predecessor, and if you accused me of being blatantly derivative of it you'd probably be right. I also nicked some advice from the more-recent Fear the Gods.
Thanks to lordduskblade for the format, to Franco Un-American for the suggestion, to Elder_basilisk for telling me I'm wrong, and to Lesp for being right all the time and much smarter than I am.
Thanks to BRJN for some rockin' sample stater builds, and to GelatinousOctahedron for his excellent cleric handbook (and its domain list).
Thanks to Ithreul for connecting the dots on the tiefling fear-voker build.




Sample Builds


Listen closely to the thunder of His voice, And the rumbling that goes out from His mouth. Under the whole heaven He lets it loose, And His lightning to the ends of the earth. - Job 37:2-3, NASB translation


Here are some sample builds going into paragon.


The Nova-voker, nova-enabler (Dwarf wrathful invoker/Keeper of the Nine, level 12)

c0f3fcab2d71745b182b95a97799db44.jpg


Race: Dwarf (PHB)
Class/Path: Invoker / Keeper of the Nine (DP)
Covenant: Wrath (PHB2)
Array: Str 14, Dex 11, Con 19, Int 11, Wis 24, Cha 9 (Starting stats: Str 13, Dex 10, Con 13, Int 10, Wis 18, Cha 8)
Feats: Implement Expertise (staffs) (PHB2), Improved Initiative (PHB), Invoker Defense (PHB2), Path of War (DP), Superior Implement Proficiency (accurate staff) (PHB3), Weapon Focus (staff) (PHB), Armor Proficiency (scale) (PHB), Danger Sense (PHB)
At-Will Powers: Hand of Radiance (DP), Visions of Blood (DP)
Encounter Powers: Lightning's Revelation (DP), Chains of Carceri (PHB2), Rain of Blood (DP), Glyph of Warning (DP)
Daily Powers: Silent Malediction (DP), Lamentation of the Wicked (DP), Malediction of Rigidity (DP)
Utility Powers: Miraculous Fortune (DP), Divine Call (PHB2), Prayer of Vengeance (DP), Keeper's Mantle (DP)
Key Items: Scale armor, an accurate Staff of Ruin, a Casque of Tactics (heroic)


This build sets up nova turns. You have two different encounter abilities that give +con mod to hit for a turn, a daily that gives all allies within 5 squares +con to damage for the entirety of an encounter, an at-will that grants -1 to defenses for enemies hit, and a channel divinity that grants +2 to attack rolls for a turn. Plus, every single one of these stacks. Work with that. Unlike a lot of the builds, this build works starting at heroic.


This uses Keeper of the Nine because...well, I like Keeper of the Nine. Keeper of the Hidden Flame, Adept of Whispers, Adroit Explorer, Divine Oracle, and Traveler's Harlequin are all great alternatives.




The No-voker, stunlocker (Tiefling malediction invoker/Doomsayer, level 12)

114219_CN_GL.jpg


Race: Tiefling (PHB)
Class/Path: Invoker / Doomsayer (PHB)
Covenant: Malediction (DP)
Array: Str 9, Dex 11, Con 18, Int 13, Wis 22, Cha 14 (Starting stats: Str 8, Dex 10, Con 14, Int 10, Wis 18, Cha 11)
Feats: Implement Expertise (staffs) (PHB2), Hellfire Blood (PHB), Invoker Defense (PHB2), Power of Sea (DP), Infernal Malediction (DP), Pact Initiate (star pact) (PHB), Invoker's Control (DP), Reserve Maneuver (PHB2)
At-Will Powers: Divine Bolts (PHB2), Visions of Blood (DP)
Encounter Powers: Dire Radiance (PHB warlord at-will), Astral Terror (PHB2), Knives of the Soul (DP), Baleful Eye of Judgement (PHB2), Words of Fiery Condemnation (DP)
Daily Powers: Silent Malediction (DP), Searing Orb (PHB2), Malediction of Rigidity (DP)
Utility Powers: Divine Call (PHB2), Demand Justice (PHB2), Angelic Messenger (D383), Accursed Shroud (PHB)
Key Items: Cunning Staff or Staff of Ruin, Skull Mask, Talisman of Terror


Invokers don't stunlock quite the way that wizards do. Instead of putting one foe out of the fight indefinitely, they lay out an AOE save-ends effect then keep it rolling on as many enemies as possible. Maledictor's Doom, Power of Sea, and Demand Justice are excellent tools to help keep that stun or blindness stuck on for yet another turn. You'll find you're playing less like a 4e wizard and more like a 3e wizard, removing a few enemies from the pack for about half the fight, splitting a hard fight into two easy fights.


While any invoker can use those tools, this build also uses Infernal Malediction to apply the fear keyword to one daily power a fight, then stacks various fear-based save penalties and miscellaneous bonuses on top of that. It's possible to strip out the tiefling and warlock multiclass parts of this build; Adept of Whispers or Hammer of Vengeance can replace Doomsayer, and level 9 has two excellent save-ends dailies which naturally have the fear keyword (Fourfold Invocation of Doom and Malediction of Rigidity).




Leave Luck To Heaven, critfisherman (Human wrathful invoker/Adept of Whispers, level 12)

97121.jpg


Race: Human (PHB)
Class/Path: Invoker / Adept of Whispers (DP)
Covenant: Wrathful (PHB2)
Array: Str 14, Dex 11, Con 18, Int 11, Wis 24, Cha 9 (Starting stats: Str 13, Dex 10, Con 13, Int 10, Wis 18, Cha 8)
Feats: Superior Implement Proficiency (accurate staff) (PHB3), Implement Expertise (staffs) (PHB2), Hafted Defense (PHB3), Invoker Defense (PHB2), Armor Proficiency (scale), Weapon Focus (staff) (PHB), Uncanny Dodge (PHB), Overwhelming Critical (PHB3), Justice Hammer (D381)
At-Will Powers: Hand of Radiance (DP), Visions of Blood (DP)
Encounter Powers: Astral Terror (PHB2), Chains of Carceri (PHB2), Baleful Eye of Judgement (DP), Whisper of Doom (DP)
Daily Powers: Silent Malediction (DP), Searing Orb (PHB2), Malediction of Rigidity (DP)
Utility Powers: Divine Call (PHB2), Demand Justice (PHB2), Prayer of Vengeance (DP), Restorative Word (DP)
Key Items: Scale armor, a Staff of Ruin, a Timeless Locket, a set of Dice of Auspicious Fortune


I hope you like being dazed! This build is a critfishing DPR build, focused on doing lots of damage to as many foes as possible. Every power is chosen for high DPR and the ability to hit as many foes as possible, and you'll be whispering (self-dazing for 19-20 crits) on nearly every attack power. This makes the build highly risky, so it invests in near-defender defenses, taking Hafted Defense, scale armor, and Invoker Defense. The risk is the price you pay to be able to use any invoker powers you want; other builds focus on certain elements such as radiant or lightning/thunder, focus exclusively on close-ranged powers, etc.


An alternate build would focus more on radiant powers and use Radiant Servant or Arbiter of Forgotten Justice. (Don Radiante, below, has an example radiant-focused power list.) You don't even need to focus on radiant powers at high paragon, because a Radiant staff is excellent and makes everything radiant. At epic, the crit focus takes off, due to feats like Devastating Invocation and Punishing Radiance. At epic, you can multiclass barbarian or druid to get Fury of the Wild and its huge AOE bursts when you crit. (A (now-obsolete) 900+ DPR theoretical nova-lite from a critfisher invoker|cleric at level 24.)




Wrath of House Lyrandar, thunder/lightning wrathvoker (Half-elf wrathful invoker/Lyrandar Wind-Rider, level 12)

92285.jpg


Race: Half-elf (PHB)
Class/Path: Invoker / Lyrandar Wind-Rider (EPG)
Covenant: Wrath (PHB2)
Array: Str 11, Dex 12, Con 20, Int 11, Wis 22, Cha 11 (Starting stats: Str 10, Dex 11, Con 14, Int 10, Wis 18, Cha 8)
Feats: Implement Expertise (staffs) (PHB2), Improved Initiative (PHB), Invoker Defense (PHB2), Mark of Storm (EPG), Superior Implement Proficiency (accurate staff) (PHB3), Weapon Focus (staff) (PHB), Resounding Thunder (PHB), Action Surge (PHB)
At-Will Powers: Divine Bolts (PHB2), Vanguard's Lightning (PHB2)
Encounter Powers: Fire Hawk (PP, druid at-will), Lightning's Revelation (DP), Chains of Carceri (PHB2), Lightning Spike (D383), Wind Burst (EPG)
Daily Powers: Silent Malediction (DP), Blade of Vengeance (PHB2), Malediction of Rigidity (DP)
Utility Powers: Divine Call (PHB2), Solid Fog (DP), Angelic Messenger (D383), Zephyr Wings (EPG)
Key Items: Staff of Ruin, Rushing Cleats, Time Link armor


This is the hardest-hitting invoker build around, at least until the crit-fishermen take over at epic. The combination of the wrathvoker extra damage and the Wind-Rider +con to thunder/lightning powers means that you'll be doing a great deal of damage in some rather sizable AOEs. This build also works from low levels, as Power of Storm gives you a hard-hitting AOE and Mark of Storm gives you some rudimentary control on every attack.


You can use this build without Lyrandar Wind-Rider if you just want a generic thunder/lightning build; just use anything you want from the Nova-voker build above. Alternately, if your GM allows non-half-elves with Mark of Storm to take Lyrandar Wind-Rider, by all means choose some less-disadvantageous race.




The thunder of His voice, Devoted Orator (Deva preservation invoker/Devoted Orator, level 16)

9dc2431c7dbe16d412d2ce44c1babc4e.jpg?v=105850


Race: Deva (PHB2)
Class/Path: Invoker / Devoted Orator (DP)
Covenant: Preservation (PHB2)
Array: Str 9, Dex 12, Con 11, Int 21, Wis 25, Cha 11 (Starting stats: Str 8, Dex 11, Con 10, Int 14, Wis 18, Cha 10)
Feats: Implement Expertise (staffs) (PHB2), Battle Intuition (D374), Invoker Defense (PHB2), Mark of Storm (EPG), Power of Earth (DP), Superior Implement Proficiency (accurate staff or quickbeam staff) (PHB3), Divine Rage (D368), Resounding Thunder (PHB), Paragon Defenses (PHB2), Hafted Defense (PHB3)
At-Will Powers: Divine Bolts (PHB2), Visions of Blood (DP)
Encounter Powers: Astral Terror (PHB2), Word of Ruin (DP), Legion Rebuke (DP), Brilliant Revelation (DP)
Daily Powers: Malediction of Blindness (DP), Malediction of Rigidity (DP), Hall of Thunderous Battle (DP)
Utility Powers: Divine Call (PHB2), Miraculous Fortune (DP), Angelic Visage (PHB2), Chastisement (DP), Pennant of Heaven's Armies (DP)
Key Items: Staff of Ruin, Rushing Cleats, Time Link armor


This build lays down large, hard-hitting short-ranged AOEs. It's a risky build, since you're squishy and need to hug melee, but the results you get from a Devoted Orator build are quite worth the difficulty. Just try not to fry the rest of the party too badly if you can avoid it.


Divine Rage deserves special mention in this build; party members can chose to not be your ally whenever they feel like it, so Divine Rage's close burst 2 can be used to push an ally up to six squares out of your face right before using an ally-unfriendly AOE. Feel free to forgo your pushes and slides on any foes you want up close and personal for the follow-up.


This is another build that comes into its own at level 16, because it relies on the level 16 feature of Devoted Orator. Up until that point, it uses a power set similar to that of the Lyrandar thunder/lightning build above, gradually retraining to a power suite like this build's during early paragon.




Don Radiante, radiant-vulnerability enabler (Human wrathful invoker / Morninglord, level 16)

90026.jpg


Race: Human (PHB)
Class/Path: Invoker / Morninglord (FRPG)
Covenant: Wrath (PHB2)
Array: Str 14, Dex 11, Con 18, Int 11, Wis 25, Cha 9 (Starting stats: Str 13, Dex 10, Con 13, Int 10, Wis 18, Cha 8)
Feats: Implement Expertise (rod) (PHB2), Improved Initiative (PHB), Nimbus of Light (DP), Invoker Defense (PHB2), Solar Enemy (DP), Armor Proficiency (scale) (PHB), Coordinated Explosion (PHB2), Action Surge (PHB), Paragon Defenses (PHB2), Pervasive Light (DP), Danger Sense (PHB)
At-Will Powers: Hand of Radiance (DP), Visions of Blood (DP), Mantle of the Infidel (DP)
Encounter Powers: Glyph of Imprisonment (PHB2), Rain of Blood (DP), Deadly Doubt (DP), Pure Glow (FRPG)
Daily Powers: Searing Orb (PHB2), Malediction of Rigidity (DP), Eye of Dawn (D381)
Utility Powers: Shroud of Warning (PHB2), Patron's Blessing (D383), Angelic Visage (PHB2), Walls of Hestevar (DP), Rising Sun (FRPG)
Key Items: Scale armor, a Torch of Misery (AV2), a Timeless Locket


This is an alternate build for the nova-voker, above, focusing on Morninglord. Every time you hit with an encounter power, Morninglord inflicts 10 radiant vulnerability to that foe. This is a big DPR boost for you, of course, but any divine class, any melee class that can use Sun Blades or Radiant Weapons, sorcerers, and starlocks (yeah, I know) can all get in on the vulnerability fun, too. Not quite all of the powers are radiant, since invoker radiant encounter powers often suck. Those are there for AP turns, radiant-resistant foes, and when a big to-hit bonus outweighs even a large damage bonus.


Base Stats and Class Features


Without the Fear of God, all that is fashioned is false. Useless is the mold, and useless are the hammer-strokes on the mold. - Gopal Singh's translation of the Guru Granth Sahib


Invokers are divine ranged controllers who rely on wisdom and one of intelligence or constitution. They can use staff and rod implements, and their stat spread allows them wide multiclassing access. On the other hand, they have poor armor proficiencies, poor durability, and next to no weapon proficiencies, so they generally avoid melee when possible. Unlike their other divine cousins, they lack proficiency with holy symbol implements.


HP, Surges, and Proficiencies
Hit Points - 10 + Con score at 1st level; 4 at each level thereafter. You are crunchy and taste good with ketchup. As you're tied with the wizard for lowest HP in the game, you'll want to take advantage of ranged attacks whenever possible.

Healing Surges - 6 + Con modifier. Your healing surges are also typical of a non-defender and non-striker. You may not be too badly off in this department, however, as many invokers have high constitution.

Proficiencies - Invokers use rods or staffs, and generally prefer staffs due the the ability to use weapon-specific options with them. There are a number of Invoker-specific rods and staffs, and some of them are even worth using. Unlike other divine classes, invokers cannot use holy symbols.
Chain armor proficiency is somewhat poor, but int-based invokers can simply use hide armor, while con-based invokers can take scale armor proficiency if they need it.


The choose-your-own-class-feature of invokers is their Divine Covenant. The Covenant of Wrath (wrathvokers or cows) is con-based and focuses on a striker-lite AOE damage boost and offense-oriented buff kickers on powers, the int-based Covenant of Preservation (presevokers or cops) gets some leader-lite mobility and buff kickers, and the stat-neutral Covenant of Malediction (malvokers or commies) moves or incapacitates enemies while making personal sacrifices to get extra effects.


Divine Covenants
Covenant of Wrath (PHB2) - Wrathvokers get a winner class ability; adding extra damage for each enemy in an AOE effect is quite lovely. However, their Channel Divinity power is nothing to write home about. Armor of Wrath should be threatened, rather than used, since it's your main melee escape. Wrathvokers are the best nova-enablers; starting at level 1 they're adding +con to hit to all enemies hit by a daily-power AOE and it only gets crazier from there.

Covenant of Preservation (PHB2) - I am not that bullish on presevokers. Their kickers are unremarkable and mostly defensive, their Channel Divinity is nice but is ill-suited to an AOE-focused class, and a few small slides (which can be duplicated to some degree with utility powers) never seem to be worth all of the other mediocrity. With the addition of Divine Power, int-based invokers can simply take the Covenant of Malediction.

Covenant of Malediction (DP) - Malvokers get a so-so class ability; it's a shame it doesn't affect everyone hit pre-epic. Their Channel Divinity is a winner, especially if you go in for a stunlocking strategy. Their kickers are fairly nice, as long as you're very careful about the often-associated drawbacks. A few Malediction powers have con-based kickers, but none of them are so powerful that a malvoker can't choose int or even dex as a secondary stat.

Universal features
Ritual Casting - Invokers are ritual casters, which is not terribly useful without some sort of house rules to fix ritual casting. Free use of Hand of Fate is quite helpful, however.

Channel Divinity - Invokers get Channel Divinity powers based on their Divine Covenant choice, plus Rebuke Undead. Rebuke Undead is a huge close blast which wrecks any undead in the area quite effectively. Doing striker-level damage with a big ally-friendly AOE (assuming none of your allies are undead) is very handy, if awfully situationally.


Races


The purpose of religion as revealed from the heaven of God’s holy Will is to establish unity and concord amongst the peoples of the world. - Tablets of Bahá’u’lláh revealed after the Kitáb-i-Aqdas


As all invokers use wisdom, nearly every worthwhile race will have a wisdom bonus. Ideal races will have (in roughly decreasing order of importance) a constitution boost, an intelligence boost, relevant feat support (on the rare occasion that there is any), or useful racial features. Strength and dexterity boosts are useful for NADs, feat qualification, and initiative, but generally tertiary stats at best.


Githzerai, dwarves, and devas are the best invoker races, with humans, duergar, wilden, and shardminds close behind. A couple of the wis/dex races have some attributes to recommend themselves as second-tier choices. As for the rest, if I don't mention a race, it has no particular redeeming factors to recommend it for an invoker build. No sense cluttering the list up when half the entries will be "Don't use this race." This will be a short list, since invokers don't get a lot from their secondary stats.


Races

Dwarf (PHB) - Dwarves make excellent invokers. They have the essential wisdom boost and a useful constitution boost. Their feat support is mostly intended for other classes, but may be useful in certain builds. Duergar (MM2) are essentially the same, if you want to trade some useful utility powers for having a beard you can shoot people with.

Elf (PHB) - Elves bring the all-important wisdom boost and a handy racial, and dex is useful for initiative. This isn't the best wis/dex race (that's probably githzerai) but it's within spitting distance.

Half-Elf (PHB) - The main reason to go half-elf is to pinch another class's OP at-will with Versatile Master from PHB2. I recommend Astral Seal from the cleric's PHB list, as the rest mostly aren't worth the effort unless you have a particular combo in mind. In the event that you do, any avenger, cleric, druid, or shaman at-will is fully usable with multiclassing or the right magic item. The con boost is also handy.

Human (PHB) - Humans are (or should be) sky blue for any controller, because control is all about having options to deal with situational occurances. Plus, your secondary stats aren't overly important as an invoker, so you're not missing out on much there. Adroit Explorer from PHB2 is as good as ever, to boot.

Tiefling (PHB) - Tieflings have their stats in the wrong place, but between Hellfire Blood and stacking the remaining fear cheese tools, you can eye out a decent build. I can't recommend a flaming staff, however; it's too expensive to bother with.

Deva (PHB2) - Is it any surprise that the invoker illustration in Player's Handbook 2 is a deva? The stats are in the right place, Memory of a Thousand Lifetimes is always handy, and even the racial skill boosts are useful. The feat support is nothing to write home about, but that's no big deal.

Shifters (PHB2) - Both shifters do decently as invokers. Razorclaw shifters are marginally behind elves due to less-useful racial skills and powers, and longtooth are useful for riskier builds or builds that have some use for str-based stat qualification.

Githzerai (PHB3/D378) - The best int-based invoker race period. The stat boosts are in the right place, you get a boost to initiative, and the feat support is even useful.

Minotaur (PHB3/D369) - PHB3 gave them the option of taking a wisdom boost, but there's nothing else at all to recommend choosing a minotaur as an invoker. All of the abilities and feat support are intended for melee classes.

Shardmind (PHB3) - Int/wis bumps, a pretty cool racial power, and +2 to a skill of your choice. It's a solid package all around.

Wilden (PHB3/D374) - Wis/con stat boosts are a good reason to go Team Vegetable. The only aspect you'll ever use is Aspect of the Ancients, which is nice for repositioning after dropping a close-ranged power.

Githyanki (MM) - lol flavor text. Bumps to both secondaries and a boost to initiative aren't all bad, but being a githyanki invoker means you couldn't possibly have a bigger target on your head (which is actually cool, come to think of it).

Bladeling (MOTP) - Definitely the weakest of the various dex/wis races. The lack of useful racial traits beyond the stats and the stone-cold-terrible racial power sink this one.

Kalashtar (EPG) - Primary stat bump is there, but charisma is dead weight. The feats are interesting but somewhat unquantifiable; I can't tell you how useful AOE telepathy is going to be in your game.

Revenant (D376) - Neat flavor, zero synergy. While there are revenant-only feats you'd want (Divine Fate, Reaping Burst), none of them are worth the cost of having nearly no relevant inherent racial qualities. If you have a build that uses Half-Elf Dilettante, consider revenant over half-elf; you're essentially paying a feat to switch your dump stat boost from charisma to dexterity. The only reason I mention them at all is because you'll need to be careful of revenants when using Rebuke Undead, since they can be affected by it.




Ability Scores


Choose rather to be strong of soul than strong of body. - Pythagoras


Wisdom is your primary stat, and the stat that all of your attacks are based on. This is is your chief stat, and an 18 after racial adjustments is non-negotiable. You'll also want to raise this stat at each opportunity. (Recommended Starting Score: 16-18, before racial adjustments)


Constitution - Adds HP, healing surges, and fort defense, which are always handy if you're inordinately averse to dying. Many kickers are based on constitution, particularly wrathvoker - but also many malvoker - kickers. Constitution can also be turned into AC, if indirectly, by picking up Armor Proficiency (scale). Intelligence-based invokers should not dump constitution (as HP and surges are important), but it's of tertiary importance at best for them. (Recommended Starting Score: 10-14, before racial adjustments)


Intelligence - Adds AC in light armor and reflex defense, which are also useful when you don't want to die. Presevoker kickers and some utility powers are based on intelligence. Constitution-based invokers can dump intelligence entirely. (Recommended Starting Score: 8-14, before racial adjustments)


Dexterity - This will affect your reflex defense and initiative, but is unlikely to affect your AC. You'll only want dex for feat qualification and initiative. It's possible to skip kicker powers entirely and make a wis/dex invoker, if the initiative bump is better than the kickers for your particular build. (Recommended Starting Score: 11-13, before racial adjustments)


Strength - Dump stat for most builds, useful only for feat qualification. There are a number of feats worth swinging the couple of stat points to qualify for, including armor proficiencies and multiclass feats. (Recommended Starting Score: 8-12, before racial adjustments)


Charisma - Dump stat for most builds. Some builds will want a 12 or 13 at paragon for feat prerequisites or paragon path abilities (e.g. Morninglord). (Recommended Starting Score: 8-11, before racial adjustments)


Typical arrays

18/13/13/10/10/8
Feat-qualifier or high-dex array. 18 goes in wis, 13s go in dex and a kicker stat, possibly fiddling to get a 11 for cha if you're going Morninglord. This is useful if you're wanting to get a 15 going on an off-stat for plate armor, a multiclass feat, etc. This is what I'd use most of the time, if just for the initiative.

18/14/11/10/10/8
SAD array. 18 goes in wis, 14 goes in your kicker stat, 11 goes in dex (or wherever). Invokers can be pretty SAD and that's not a bad thing to be.

16/16/13/11/10/8
MAD array. 16 in wis, 16 in kicker stat, 13 in dex or a feat-qualifier stat. This is for an invoker who wants to use multiclass or paragon path powers off of one of the secondary stats, or for builds that rely very heavily on kickers.




Skills


Few things are impossible to diligence and skill. - Samuel Johnson, The History of Rasselas, Prince of Abissinia


Invokers automatically have Religion as a class skill, and can choose three more. Unfortunately, they only have one wisdom-based skill on their class list, and it's a weak one. Invokers have the only con-based skill on their list as well, and it, too, is a weak skill. It isn't all bad, however, as invokers do get two of the four monster knowledge skills as class skills.


Non-class skills you may want to consider are Perception, Heal, or the other two monster knowledge skills, Nature and Dungeoneering.


Class skills

Arcana - Intelligence-based skill. This is a very broad skill, since nearly everything is magic in many D&D games, and this is the monster knowledge skill for elemental, fey, and shadow creatures to boot. There's really no reason not to take this as an int-based invoker, but it tends to be less useful to con-based invokers (as they often dump int).
Diplomacy - Charisma-based skill. Diplomacy doesn't actually do anything unless the GM makes rules on the fly to give it some use. Plus, it's based on a dump stat. Invokers get a number of powers that give boosts to diplomacy, but those generally aren't very good powers.
Endurance - Constitution-based skill. This is narrow in effect and hard to work into a skill challenge, but it's the only con-based skill.
History - Intelligence-based skill. This is another skill which only has an effect if the GM makes up an effect for it. However, this is one you might actually be good at, and sometimes it's a source of clues or something.
Insight - Wisdom-based skill. It's based on your main stat, which is something, and for some reason it's a common addition to diplomacy-based skill challenges.
Religion - Intelligence-based skill. It's a monster knowledge skill and it's a knowledge skill, and religious stuff is lots of stuff in D&D. But even if it sucked, you're still taking it, since it's not a choice.



Backgrounds


There are many powers in the world, for good or for evil. Some are greater than I am. Against some I have not yet been measured. But my time is coming. - Gandalf, in The Fellowship of the Ring


Backgrounds can boost one skill, grant you a non-class skill as a class skill, teach you one language, or, rarely, add a bonus from a grab-bag of minor bonuses. Invokers are missing most of the wisdom-based skills, so this is a good place to pick them up. There's no point in listing all of the backgrounds which grant boosts to specific skills or grant certain skills as class skills; there are at least a dozen for any given skill.


A number of the Forgotten Realms and Scales of War backgrounds grant superior benefits. This can be training in and bonuses to multiple skills (and such backgrounds aren't listed, but other benefits are available, including extra HP, boosts to initiative, or unusual rerolls. If you aren't looking for a skill boost, you can pick up one of these other benefits. The staples are Auspicious Birth, Born Under a Bad Sign, and Impiltur, all of which base your HP on wis instead of con, and Windrise Ports, which allows you to take a second multiclass feat.


Unusual background benefits

If I were going to rate these, I would rate them all sky blue; lower-grade options are not listed. For readability's sake, they are not colored.


Adventurer's Scion (D371) - This grants a reroll to monster knowledge checks whenever you want, making it an excellent choice for monster knowledge specialists.
Auspicious Birth/Born Under a Bad Sign (D366) and Impiltur (FRPG) - Assuming wisdom is your highest stat (and it should be), These allow you to use your highest stat for base HP, instead of constitution. This is a fairly sizable HP boost for non-con-based invokers.
Monster Hunter (D366) - This is another good choice for a monster knowledge specialist, as it grants +2 to all monster knowledge checks.
Officer Who Came Out Of Retirement (D366) - This is an always-on +1 to initiative, and a boost to History, a class skill. Initiative is of particularly importance to controllers of all sorts. The Dalelands (FRPG) and Vilhon Wilds (FRPG) are runners-up which also grant +1 to initiative.
Restless Dead (D371) - This is +1 damage against all undead, which is quite handy if you fight a significant amount of undead. If you're actually playing a Tome of Horrors game, there's no reason not to take this.
Trained from Birth for a Specific Prophecy (D366) - This is a once-a-day initiative reroll, making it a good alternative to Officer, above, and it's also the most awesomely long background name ever.
Windrise Ports (D376) - This allows you to take a second multiclass feat, which opens up a number of otherwise-impossible builds.



At-will powers


Slow but sure moves the might of the gods. - Bacchae, Euripides


Nearly every invoker will initially take one of the two multi-target at-wills: Divine Bolts and Hand of Radiance. Don't take both! Which one you choose will depend on your feat support and personal preference, but the ability to hit multiple targets is generally more valuable than the small amount of control you'll get from an unenhanced at-will, especially by the time you're using at-will powers. A rare few domain-enhanced powers might compete with these two; Sun-domain Sun Strike and Luck- or Storm-domain Vanguard's Lightning are two of the notables.


The second at-will is more of an open choice. Mantle of the Infidel is quite effective at heroic levels, Grasping Shards might be useful in a heavily ranged-focused party, and Visions of Blood is your only useful power that doesn't provoke against enemies in melee range. Sun Strike isn't a bad secondary choice in a party with a warlord or bard who can make the most of powerful ranged basic attacks. Generally, humans will be picking their third power from this pool as well.


Vanguard's Lightning and Sun Strike aren't bad powers, but they suffer from redundancy with your main multitarget power. Most non-human builds won't have a place for them, unless they are enhanced by domain power feats, generalized feat support, paragon paths, other party members' abilities (particularly warlord and bard abilities that use ranged basic attacks), or other such abilities. Avenging Light and Astral Wind are downright awful, and won't fit into many builds at all.


Included in the at-will listings is advice on domain power feats. Domain power feats (all of which are named "Power of (the) [blank]" and are from Divine Power) are rated at the cost of taking both the domain and the feat, rating the combined power you end up with afterward. All deities are core unless otherwise noted. Domain lists for core deities are in Divine Power, and domain lists for non-core deities come from Dragon #378.


At-will powers

Astral Wind (DDM) - Targets fort. This power is from PHB Heroes series 2, in the Divine Heroes 3 pack. Hey, it's invoker Thunderwave! Only it has a weak, tiny push! And it doesn't get arcane feat support! In fact, it's designed to be entirely immune to any existing or future feat support! At least you get an invoker miniature with a very yellow robe.


Avenging Light (PHB2) - Radiant, targets fort. This has little to recommend it, as the least-versatile, least-accurate of the shoot-a-dude at-wills. Don't be fooled by the d10 damage; this isn't good, even in con-based builds. If you want a ranged basic attack, take Sun Strike or Divine Bolts with Power of Skill.


Domain support

  • Fate (DP) - +1 to hit for a bad power on bloodied enemies only isn't worth it.
    Ioun, the Raven Queen, Kelemvor (FRPG), the Sovereign Host (EPG), the Undying Court (EPG). Evil deities: Beshaba (FRPG).

  • Hope (DP) - +1 to hit for an ally for hitting with Avenging Light isn't a bad feat.
    Bahamut, Pelor, Angharradh (FRPG), Chauntea (FRPG), Ilmater (FRPG), the Silver Flame (EPG), Dol Arrah (EPG).

  • Life (DP) - Weak effect on a weak power.
    Melora, Pelor, Berronar Truesilver (FRPG), Chauntea (FRPG), Silvanus (FRPG), Arawai (EPG).

  • Strength (DP) - +2 damage on an at-will isn't a bad feat, but it still doesn't make this power better than Divine Bolts when there's more than one target.
    Kord, Bahamut (FRPG only), Tempus (FRPG), Balinor (EPG), Dol Dorn (EPG), Onator (EPG). Evil deities: Grummsh (core/FRPG).

  • Trickery (DP) - A weak leader effect on a lousy power. It's a hat trick of bad.
    Sehanine, Garl Glittergold (FRPG), Oghma (FRPG), Sune (FRPG), Kol Korran (EPG), the Traveller (EPG). Evil deities: Lolth (core only), Beshaba (FRPG), Cyric (FRPG), the Mockery (EPG).

  • Vengeance (DP) - Like Strength, only the damage is conditional. Ugh.
    The Spirits of the Past (EPG). Evil deities: Tiamat (core/FRPG), Loviatar (FRPG), the Fury (EPG).



Divine Bolts (PHB2) - Lightning, targets ref. Few fights won't have a second target for you to attack, making this one of the two standard shoot-a-dude at-wills. The decision between this and Hand of Radiance comes down to what damage types you prefer and what domain powers you plan to take. If Power of Skill is available to you, this is a good alternative to Sun Strike for invokers with warlord allies.


Domain support

  • Arcana (DP) - +1 to hit with an at-will you will end up spamming isn't bad at all. Some combos may also find a use for the added arcane keyword on this power, since it allows you to use feats intended for other classes, such as in Arcane Power.
    Corellon (core/FRPG), Selûne (FRPG), Aureon (EPG). Evil deities: Sseth (FRPG), the Shadow (EPG).

  • Change (DP) - +1 to hit with encounter/daily powers after using this power is an okay feat.
    Avandra, Selûne (FRPG), Tymora (FRPG), Olladra (EPG), the Traveller (EPG).

  • Sea (DP) - Save penalties are very strong, and this even comes with a (weak-ish) alternate effect. If you're going for a stunlock invoker, this is an obvious choice, and most builds will have at least some powerful save-ends effects. Note that it only works on one target, though.
    Melora. Evil deities: Umberlee (FRPG), the Devourer (EPG).

  • Skill (DP) - Like Power of Arcana, this is a combo piece, although in this case it's a combo piece that does nothing on its own. If you can find some way to take advantage of the fact that this makes an already-great power a ranged basic attack, or if your party has someone who can give you free ranged basic attacks (such as a bard or warlord), this can go as high as sky blue depending on the synergy.
    Corellon (core/FRPG), Ioun, Oghma (FRPG), Sune (FRPG), Dol Dorn (EPG), Kol Korran (EPG), the Path of Light (EPG). Evil deities: Bane (core only).

  • Tyranny (DP) - Another save penalty domain. This one is more reliable than Sea, but it's evil-only and doesn't come with the alternate option.
    Evil deities: Asmodeus (core/FRPG), Bane (FRPG), Tiamat (FRPG only).



Grasping Shards (PHB2) - Radiant, targets fort. Slowing is powerful, but nearly nothing else about this power is. Low damage (alleviated somewhat at epic) and targeting a strong NAD limit this power's utility. Radiant Mafia invokers or invokers in an ranged-focused party might want this, but few others will.


Domain support

  • Creation (DP) - +1 AC to you or an ally is unexciting but functional.
    Erathis, Moradin (core/FRPG), Garl Glittergold (FRPG), Gond (FRPG), Onatar (EPG), the Traveler (EPG).

  • Destruction (DP) - If you're spamming Grasping Shards for whatever reason, extra damage on unbloodied foes isn't bad at all. This is an evil-only domain, though. Evil deities: Grummsh (core/FRPG), Tharizdun, Ghaunadaur (FRPG), Talona (FRPG), the Dark Six (EPG), the Devourer (EPG).

  • Knowledge - +1 to all defenses is nice but it's on the wrong power.
    Ioun, Gond (FRPG), Oghma (FRPG), Waukeen (FRPG), the Sovereign Host (EPG), Aureon (EPG), the Undying Court (EPG). Evil deities: Vecna, Asmodeus (FRPG but not core), Shar (FRPG).

  • Poison (DP) - Scaling extra damage is nice if you're spamming Grasping Shards, but losing radiant hurts most of the builds that actually take Grasping Shards, though. Evil-only.
    Evil deities: Zehir (core/FRPG), Lolth (FRPG only), Talona (FRPG).

  • Undeath (DP) - Like Poison, only the damage type is very slightly better. At least it isn't evil-only if you play in Eberron.
    The Blood of Vol (EPG), the Undying Court (EPG). Evil deities: Vecna, Shar (FRPG).



Hand of Radiance (DP) - Radiant, targets ref. You won't always have a third target you can see, but you will often enough that choosing between this and Divine Bolts is a toss-up. The add-on support for this is very interesting, and depending on your build this can benefit from the Radiant Mafia or frostcheese (Lasting Frost/Wintertouched, both from PHB).


Domain support

  • Moon (DP) - -2 to ref until EONT on a hit isn't bad at all.
    Sehanine, Selûne (FRPG).

  • Winter (DP) - You lose radiant, but you gain cold and 2 damage on each target. In addition to the big damage boost and the ability to use frostcheese, with Lasting Cold you get to tag cold vulnerability onto an awful lot of enemies, enabling other frostcheese-using party members.
    The Raven Queen. Evil deities: Auril (FRPG).



Mantle of the Infidel (DP) - Radiant, targets will. A single-target -2 to hit isn't bad as far as at-will debuffs go, and this has quite amazing range. At heroic levels, this even competes with Divine Bolts/Hand of Radiance, but after that you'll probably want to retrain since you're almost always adding some sort of kicker ability to one of your two multitarget at-wills. You might keep this as a human, though.


Domain support

  • Civilization (DP) - This will get you killed.
    Erathis, Amauntor (FRPG), Torm (FRPG), Waukeen (FRPG), the Sovereign Host (EPG), Boldrei (EPG), Kol Korran (EPG), Onator (EPG). Evil deities: Asmodeus (core but not FRPG), Bane (FRPG).

  • Justice (DP) - The effect is theoretically powerful, but it's too rare to have a great impact on the game most of the time.
    Bahamut (core/FRPG), Erathis, Amaunator (FRPG), Kelemvor (FRPG), Torm (FRPG), the Silver Flame (EPG), Aureon (EPG), Boldrei (EPG).

  • Torment (DP) - One shot of combat advantage on a hit is okay. Evil-only.
    Evil deities: Torog, Asmodeus (FRPG only), Loviatar (FRPG), the Keeper (EPG).



Sun Strike (PHB2) - Radiant, targets ref. Your best single-target DPR at-will in most cases. That doesn't count for much, since Hand of Radiance or Divine Bolts will be more damage if there's a second target to shoot. This does get some notable support, however, including nice warlord synergy and Sun domain granting one of the lowest-level Radiant Mafia abilities you can get.


Domain support

  • Love (DP) - What? No. Barney the Dinosaur is not a good example of an invoker.
    Sehanine, Sheela Peryroyl (FRPG), Sune (FRPG).

  • Strife (DP) - An extremely variable bonus damage feat. This can be a lot of damage, but it's never going to be more damage than simply using a multitarget at-will instead. Evil-only.
    Evil deities: Tiamat (core only), Cyric (FRPG), Lolth (FRPG only).

  • Sun (DP) - This is your heroic-level Radiant Mafia entry. You'll retrain out if you go Morninglord, but until then giving all of Team Radiant +3 damage isn't even a little bit bad.
    Pelor, Amaunator (FRPG), Dol Arrah (EPG), the Path of Light (EPG).

  • Wilderness (DP) - I cast "win chase through the forest". It's the perfect tool for a rare circumstance. I can't recommend this for everyone, but I'm sure there's someone who got to be a rockstar because of it.
    Corellon (core/FRPG), Melora, Mielikki (FRPG), Sheela Peryroyl (FRPG), Silvanus (FRPG), Arawai (EPG), Balinor (EPG). Evil deities: The Dark Six (EPG).



Vanguard's Lightning (PHB2) - Lightning, targets ref. An at-will AOE is a useful power; it's just a shame that invokers get more-selective powers that do 90% of what this power does. The follow-up int-based damage is nice when it comes up, but it won't come up often. The quite amazing feat support, including Mark of Storm and domains to make it crit on a 19-20 or change its type to thunder, can bring this up on par with Bolts/Hand.


Domain support

  • Freedom (DP) - A weak leader-role ability is not worth a feat.
    Avandra, Ilmater (FRPG), Mielikki (FRPG), Olladra (EPG), the Path of Light (EPG).

  • Luck (DP) - Extra criticals at heroic? On a power that you'd actually want to use? This works quite well once you get a +2 weapon, and continues to work well as you get more access to effects that are triggered by a crit.
    Avandra, Tymora (FRPG), Olladra (EPG).

  • Protection (DP) - A decent leader-role ability on a so-so power isn't a bad feat, but you can do better.
    Bahamut, Moradin (core/FRPG), Angharradh (FRPG), Berronar Truesilver (FRPG), Tempus (FRPG), Torm (FRPG), the Silver Flame (EPG), Boldrei (EPG), the Spirits of the Past (EPG). Evil deities: Luthic (FRPG).

  • Storm (DP) - Thunder is a lovely keyword, and +2 damage per hit is also great. This is a must-have for anyone who wants to use the thunder/lightning combined feat support.
    Kord, Silvanus (FRPG), Arawai (EPG). Evil deities: Auril (FRPG), Grummsh (FRPG only), Umberlee (FRPG), the Devourer (EPG).



Visions of Blood (DP) - Fear/psychic, targets will. -1 to defenses in a blast is lovely, but close party-unfriendly blasts are difficult to use (especially when they don't help you escape melee), and the damage type is one of your least useful. Power of Earth adds a slow and Psychic Lock adds -2 to hit (either turns this into a sky blue powerhouse). Without the supporting feats, only humans are likely to ever find room for this.


Domain support

  • Darkness (DP) - You need to hit and it only protects against one attack. So, no. Plus, this one is evil deities only.
    Evil deities: Lolth (core/FRPG), Zehir (core/FRPG), Shar (FRPG), Sseth (FRPG), the Shadow (EPG), Dragon Below cults (EPG).

  • Death (DP) - Extra damage on bloodied foes is nice, but how often will you be spamming Visions of Blood? Situational powers need control effects, not flat extra damage.
    The Raven Queen, Kelemvor (FRPG), Blood of Vol (EPG). Evil deities: The Keeper (EPG).

  • Earth (DP) - Speaking of control effects, yowza. This turns Visions from a ho-hum power into a combination sand pit/melee escape. It's still hard to use, but now it's worth using.
    Moradin (core/FRPG), Chauntea (FRPG), Balinor (EPG). Evil deities: Torog, Ghaunadaur (FRPG), Luthic (FRPG).

  • Madness (DP) - Insert 300 reference here, etc. -1 to hit isn't bad at all, especially if you're already using Psychic Lock as well. This is evil-only, however.
    Evil deities: Tharizdun, Cyric (FRPG), Ghaunadaur (FRPG), the Fury (EPG), Dragon Below cults (EPG).

  • War (DP) - +1 to hit against unbloodied targets is perfectly reasonable if you use Visions of Blood routinely.
    Kord, Tempus (FRPG), Dol Arrah (EPG), Dol Dorn (EPG), the Spirits of the Past (EPG). Evil deities: Bane (FRPG), the Mockery (EPG).


Gods, Faiths, and Pantheons


I am a servant of the Secret Fire, wielder of the flame of Anor. - Gandalf, in The Fellowship of the Ring


What god, pantheon, or faith your invoker serves is one of the main defining choices in making an invoker. Your choice of religions controls your access to alternate channel divinity feats, your access to domain power feats to modify your at-will powers, and your access to certain paragon paths and epic destinies. Some gods, particularly gods which have had Channel Divinity or Deities and Demigods articles in Dragon, also have other religion-specific options.


Remember, you can only use one domain power feat at a time. Most builds won't want to take two different domain power feats for the same at-will.


You can probably get away with using any deity you want, but the far and away best invoker deity is Amaunator. Amaunator grants access Sun domain, one of the best invoker domains, and the Morninglord paragon path, which inflicts radiant vulnerability on any enemy you hit with a radiant power.


In all cases, Chosen is rated sky blue, because even when it's worse than Demigod it's better than any other paragon path.


Core ("Points of Light") deities

Avandra
Change - Channel: Cycle of Change, Power: Power of Change (Divine Bolts)
Freedom - Channel: Path of Freedom, Power: Power of Freedom (Vanguard's Lightning), Destiny: Avatar of Freedom
Luck - Channel: Imminent Luck, Power: Power of Luck (Vanguard's Lightning)

Avandra's Covenant (D384) - Granting the occasional save is helpful, but unless you're a malvoker this comes at the cost of a fairly useful ability. Malvokers might find a place for this feat.
Avandra's Rescue (PHB) - Channel. A one-space switch-shift is more important for classes that spend more time in melee.
Lucky Retribution (D384) - Halfling only. This feat wouldn't be worth taking even if you didn't need to be a halfling invoker of Avandra.
Awaken God Fragment (Avandra) (D382) - Paragon. Granting saves is okay. The daily/encounter rider is nicer if you use ally-friendly AOEs.
Chosen (DP) - Epic Destiny. Avandra's utility power wipes all the save-ends effects off of everyone in the party, you included. It's better than Demigod as long as you're not selfish.

Avandra's Boon of Escape (DMG2) - Level 3+, divine boon. An essentially-slotless escape tool.



Bahamut (core)
"Channel Divinity: Bahamut" in Dragon #378 has a number of Bahamut-specific options, as well as a paragon path and a pile of feats that may appeal to Bahamut-worshippers.

Hope - Channel: Hope Remains, Power: Power of Hope (Avenging Light), Destiny: Avatar of Hope
Justice - Channel: Immediate Justice, Power: Power of Justice (Mantle of the Infidel), Destiny: Avatar of Justice
Protection - Channel: Sure Protection, Power: Power of Protection (Vanguard's Lightning)

Armor of Bahamut (PHB) - Channel. A situational leader-style feat, and monster critical hits tend to be underwhelming.
Awaken God Fragment (Bahamut) (D382) - Paragon. How fast can you burn through your encounter powers? Probably not fast enough to justify this.
Noble Indoctrination (D378) - Multiclass feat. This multiclass feat gives you a very weak leader feat, and allows you to choose from a pool of power-swap feats. The only worthwhile powerswap is the level 3 encounter power Hand of Justice, an immediate reaction attack that also allows an ally to burn a surge to heal, but most builds aren't going to want to spend two feats to get that.
Platinum Revelation (D378) - Multiclass feat. This multiclass feat isn't made for you. This feat and the followup feats are almost certainly useless to you.
Bahamut's Vessel (D378) - Epic Destiny. This has a stat boost in the right place, and comes with a handful of neat defensive abilities. It's no gamebreaker but nothing about the destiny goes to waste.
Chosen (DP) - Epic Destiny. A lot of healing right now for you and an adjacent ally with this, or much more healing than that over time for yourself only with Demigod? It's a wash.



Corellon (core)
To my knowledge no invoker-appropriate Corellon-specific FR material has been published other than Chosen, an epic destiny in Forgotten Realms Player's Guide. I assume both the Forgotten Realms Player's Guide and Divine Power version of the epic destiny are available to players in both core games and Realms games; ask your GM.

Arcana - Channel: Arcana Ward, Power: Power of Arcana (Divine Bolts)
Skill - Channel: Divine Excellence, Power: Power of Skill (Divine Bolts) rating varies
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War

Corellon's Grace (PHB) - Channel. Repositioning to set up a nova turn is handy, but on such a turn you'll generally want to go before people start popping APs, because you're laying down to-hit bonuses and vulnerabilities.
Awaken God Fragment (Corellon) (D382) - Paragon. Corellon gets one of the better fragments. A handy escape for a risky or unlucky use of a close burst, particularly a self-dazing one.
Chosen (FRPG/DP) - Corellon's utility power in Divine Power is absolutely excellent, and should not be missed. Corellon's utility power in Forgotten Realms Player's Guide is a mediocre nova-enabler, and probably worse than the large chunk of regeneration you get from Demigod.



Erathis
Civilization - Channel: Anthem of Civilization, Power: Power of Civilization (Mantle of the Infidel)
Creation: Channel - Creation Secret, Power: Power of Creation (Grasping Shards)
Justice - Channel: Immediate Justice, Power: Power of Justice (Mantle of the Infidel), Destiny: Avatar of Justice

Harmony of Erathis (PHB) - Channel. The limitation is more or less a technicality, but the effect is limited.
Progress of Erathis (D383) - Channel. A marginal mobility power.
Awaken God Fragment (Erathis) (D382) - Paragon. -2 to hit until EONT against you only is only useful to an invoker who focuses on close bursts, and even then it's not gamebreaking.
Chosen (DP) - Epic Destiny. Erathis has one of the nicest Chosen utility powers.



Ioun
Fate - Channel: Fate Rolls On, Power: Power of Fate (Avenging Light)
Knowledge - Channel: Sure Knowledge, Power: Power of Knowledge (Grasping Shards)
Skill - Channel: Divine Excellence, Power: Power of Skill (Divine Bolts) rating varies

Ioun's Poise (PHB) - Channel. You will have wonderful will defense, and this is far too situational.
Awaken God Fragment (Ioun) (D382) - Paragon. Two wholly mediocre effects.
Chosen (DP) - Epic Destiny. Ioun's Chosen utility power is fantastic. It's multiuse Invoke Heroism.



Kord
Storm - Channel: Storm Sacrifice, Power: Power of Storm (Vanguard's Lightning), Destiny: Avatar of Storm
Strength - Channel: Strength of the Gods, Power: Power of Strength (Avenging Light)
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War

Kord's Favor (PHB) - Channel. Hyper-situational healing you can't trigger yourself? No.
Awaken God Fragment (Kord) (D382) - Paragon. The skill bonuses are worthless and the push is unlikely to contribute much.
Chosen (DP) - Epic Destiny. Kord's Chosen utility power is almost certainly useless to you. Take Demigod instead.



Melora
Life - Channel: Pulse of Life, Power: Power of Life (Avenging Light), Destiny: Avatar of Life
Sea - Channel: Sea Surge, Power: Power of Sea (Divine Bolts)
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War

Awaken God Fragment (Melora) (D382) - Paragon. Weak slides, weak save bonuses.
Chosen (DP) - Epic Destiny. Melora's Chosen utility power is exciting, but less devastating than you might think, since it's limited to daily powers. Still, I'd probably take it over Demigod.



Moradin (core)
Creation: Channel - Creation Secret, Power: Power of Creation (Grasping Shards)
Earth - Channel: Earth Hold, Power: Power of Earth (Visions of Blood)
Protection - Channel: Sure Protection, Power: Power of Protection (Vanguard's Lightning)

Moradin's Resolve (PHB) - Channel. A situational +2 to hit on a nova turn is nice. It's better, pushing blue at high paragon and epic, due to the profusion of large foes at that level.
Awaken God Fragment (Moradin) (D382) - Paragon. A small amount of THP.
Chosen (DP/FRPG) - Forge of Creation, Moradin's Chosen power, is a big endurance boost to the whole party, and well worth taking.



Pelor
Hope - Channel: Hope Remains, Power: Power of Hope (Avenging Light), Destiny: Avatar of Hope
Life - Channel: Pulse of Life, Power: Power of Life (Avenging Light), Destiny: Avatar of Life
Sun - Channel: Solar Enemy, Power: Power of Sun (Sun Strike)

Pelor's Radiance (PHB) - Channel. You get a perfectly functional undead-hate Channel Divinity. You don't need this.
Awaken God Fragment (Pelor) (D382) - Paragon. If this double-dips radiant vulnerability, it's sky blue in Radiant Mafia builds. If it adds the radiant keyword to the attack, it lets you poach one non-radiant encounter/daily power in a radiant build and that's very good. For those, you're going to need to ask your GM. Adding your kicker stat to one juicy AOE is worth it even if you aren't allowed to to those things.
Chosen (DP) - Epic Destiny. A slightly enhanced non-action Healing Word is not better than a large chunk of regeneration, so you're better off with Demigod than Chosen of Pelor.
Pelor's Sun Blessing (DMG2) - Level 3+, divine boon. +wis to damage for Morninglord or epic radiant builds. Niiice.



The Raven Queen
Death - Channel: Death Knell, Power: Power of Death (Visions of Blood),, Destiny: Avatar of Death
Fate - Channel: Fate Rolls On, Power: Power of Fate (Avenging Light)
Winter - Channel: Path of Winter, Power: Power of Winter (Hand of Radiance)

Armor of Winter (D380) - Covenant of Wrath only. This is an addon for Armor of Wrath rather than a new channel divinity power, but it's so weak and situational that it's hardly worth bothering with.
In Death, Life (D381) - Channel. An absolutely disposable healing power that you can only use when you're doing well.
Raven Queen's Blessing (PHB) - Channel. It's more situational healing, but at least the situation isn't too uncommon and the healing is well-timed.
Awaken God Fragment (Raven Queen) (D382) - Paragon. A significant extra rider on an encounter/daily, especially one that slows or knocks prone.

Soul Reaper (D380) - This path has exactly one cool trick: an encounter-based reroll for an ally. That's not a bad trick, though.
Chosen (DP) - Epic Destiny. The Raven Queen's Chosen utility is far too conditional to be worth bothering with. Take Demigod instead.



Sehanine
Love - Channel: Loving Sacrifice, Power: Power of Love (Sun Strike)
Moon - Channel: Moon Touched, Power: Power of Moon (Hand of Radiance)
Trickery - Channel: Trickster's Fortune, Power: Power of Trickery (Avenging Light)

Sehanine's Reversal (PHB) - Channel. Too situational.
Awaken God Fragment (Sehanine) (D382) - Paragon. An okay escape from a bad situation, but it doesn't play nicely with self-dazing powers.
Chosen (DP) - Epic Destiny. Sehanine's Chosen get a powerful and versatile leader power, well worth taking over Demigod's regeneration.



Evil core deities

Asmodeus (core)
Civilization - Channel: Anthem of Civilization, Power: Power of Civilization (Mantle of the Infidel)
Tyranny - Channel: Mastery of Tyranny, Power: Power of Tyranny (Divine Bolts)



Bane (core)
Skill - Channel: Divine Excellence, Power: Power of Skill (Divine Bolts) rating varies
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War

Bane's Tactics (D372) - Channel. Most likely, your only at-will melee attack power is a melee basic attack.
Bane's Tyrannical Transference (D383) - Channel. I sold my soul to the god of tyranny and all I got was this lame debuff-move power.

Soldier of Conquest (D372) - This is made for weapon-using melee classes, not invokers. Getting combat advantage on foes suffering from your save-ends effects is interesting, but everything else is dead weight.



Gruumsh (core)
Destruction - Channel: Path of Destruction, Power: Power of Destruction (Grasping Shards)
Strength - Channel: Strength of the Gods, Power: Power of Strength (Avenging Light)



Lolth (core)
Darkness - Channel: Darkness Consumes, Power: Power of Darkness (Visions of Blood)
Trickery - Channel: Trickster's Fortune, Power: Power of Trickery (Avenging Light)



Tharizdun
Destruction - Channel: Path of Destruction, Power: Power of Destruction (Grasping Shards)
Madness - Channel: Screaming Madness, Power: Power of Madness (Visions of Blood)



Tiamat (core)
Strife - Channel: Sudden Strife, Power: Power of Strife (Sun Strike)
Vengeance - Channel: Small Vengeance, Power: Power of Vengeance (Avenging Light)



Torog
Earth - Channel: Earth Hold, Power: Power of Earth (Visions of Blood)
Torment - Channel: Perfect Torment, Power: Power of Torment (Mantle of the Infidel)



Vecna
Knowledge - Channel: Sure Knowledge, Power: Power of Knowledge (Grasping Shards)
Undeath - Channel: Undeath's Ally, Power: Power of Undeath (Grasping Shards)



Zehir (core)
Darkness - Channel: Darkness Consumes, Power: Power of Darkness (Visions of Blood)
Poison - Channel: Original Poison, Power: Power of Poison (Grasping Shards)




Forgotten Realms deities

Amaunator
Civilization - Channel: Anthem of Civilization, Power: Power of Civilization (Mantle of the Infidel)
Justice - Channel: Immediate Justice, Power: Power of Justice (Mantle of the Infidel), Destiny: Avatar of Justice
Sun - Channel: Solar Enemy, Power: Power of Sun (Sun Strike)

Power of Amaunator (FRPG) - Channel. This competes directly with Solar Enemy, and it comes off badly by comparison. The only possible use for it is to double-dip radiant vulnerability in a Morninglord build, and even then you probably still just want Solar Enemy.

Morninglord (FRPG) - Vulnerability 10 radiant. On every radiant attack you do. This is the don of the Radiant Mafia. A couple of the features don't work quite as well for you as they do for other classes, but oh well, Unflagging Energy and Burning Radiance are worth the price of admission and Pure Glow is a nice little extra bonus.
Chosen (FRPG) - Amaunator's Chosen utility power adds some teeth to second wind and healing surge powers. This is possibly interesting for nova builds, but the cost is generally too high for the amount of damage you get. Most builds will prefer the boring-but-effective Demigod regeneration.



Angharradh
Hope - Channel: Hope Remains, Power: Power of Hope (Avenging Light), Destiny: Avatar of Hope
Protection - Channel: Sure Protection, Power: Power of Protection (Vanguard's Lightning)

Angharradh’s Favor (FRPG) - Channel. Overly situational.



Bahamut (Forgotten Realms)
Justice - Channel: Immediate Justice, Power: Power of Justice (Mantle of the Infidel), Destiny: Avatar of Justice
Strength - Channel: Strength of the Gods, Power: Power of Strength (Avenging Light)

Armor of Bahamut (PHB) - Channel. A situational leader-style feat, and monster critical hits tend to be underwhelming.
Chosen (DP) - Epic Destiny. Bahamut doesn't have a Chosen listing in Forgotten Realms Player's Guide, but I assume the listing in Divine Power is still available in Forgotten Realms. If it is, it's a choice between a lot of healing right now for you and an adjacent ally with this, or much more healing than that over time for yourself only with Demigod. Either choice is reasonable.



Berronar Truesilver
Life - Channel: Pulse of Life, Power: Power of Life (Avenging Light), Destiny: Avatar of Life
Protection - Channel: Sure Protection, Power: Power of Protection (Vanguard's Lightning)

Berronar's Salve (FRPG) - Channel. It's a conditional Healing Word. This is a trap that will make you save your otherwise-useful Channel Divinity in case you need to use this power to save someone.



Chauntea
Earth - Channel: Earth Hold, Power: Power of Earth (Visions of Blood)
Hope - Channel: Hope Remains, Power: Power of Hope (Avenging Light), Destiny: Avatar of Hope
Life - Channel: Pulse of Life, Power: Power of Life (Avenging Light), Destiny: Avatar of Life

Chauntea's Blessing (FRPG) - Channel. A no-action save reroll with a bonus isn't all bad. That'll come up regularly going into paragon.
Chosen (FRPG) - This is an amazing healing power, and almost certainly more useful than the regeneration you'd get from Demigod. Bear in mind that only the granted healing surge can benefit you; the regeneration granted by this power is ally-only.



Corellon (Forgotten Realms)
Arcana - Channel: Arcana Ward, Power: Power of Arcana (Divine Bolts)
Skill - Channel: Divine Excellence, Power: Power of Skill (Divine Bolts) rating varies
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War

Corellon's Grace (PHB) - Channel. Repositioning to set up a nova turn is handy, but on such a turn you'll generally want to go before people start popping APs, because you're laying down to-hit bonuses and vulnerabilities.
Awaken God Fragment (Corellon) (D382) - Paragon. Corellon gets one of the better fragments. A handy escape for a risky or unlucky use of a close burst, particularly a self-dazing one.
Chosen (FRPG/DP) - Corellon's utility power in Divine Power is absolutely excellent, and should not be missed. Corellon's utility power in Forgotten Realms Player's Guide is a mediocre nova-enabler, and probably worse than the large chunk of regeneration you get from Demigod.



Garl Glittergold
Creation: Channel - Creation Secret, Power: Power of Creation (Grasping Shards)
Trickery - Channel: Trickster's Fortune, Power: Power of Trickery (Avenging Light)

Glittergold's Gambit (FRPG) - Channel. Rerolling attacks as an interrupt is very nice.



Gond
Creation: Channel - Creation Secret, Power: Power of Creation (Grasping Shards)
Knowledge - Channel: Sure Knowledge, Power: Power of Knowledge (Grasping Shards)

Gond's Craft (FRPG) - Channel. Another mediocre situational divinity feat that nobody will ever use.



Ilmater
Freedom - Channel: Path of Freedom, Power: Power of Freedom (Vanguard's Lightning), Destiny: Avatar of Freedom
Hope - Channel: Hope Remains, Power: Power of Hope (Avenging Light), Destiny: Avatar of Hope

Ilmater's Martyrdom (FRPG) - Channel. A lame healing ability with an uncommon trigger.



Kelemvor
Death - Channel: Death Knell, Power: Power of Death (Visions of Blood),, Destiny: Avatar of Death
Fate - Channel: Fate Rolls On, Power: Power of Fate (Avenging Light)
Justice - Channel: Immediate Justice, Power: Power of Justice (Mantle of the Infidel), Destiny: Avatar of Justice

Kelemvor's Judgement (FRPG) - Channel. You get better for free.

Doomguide (FRPG) - This is aimed at paladins and clerics, and offers invokers almost nothing at all.
Chosen (FRPG) - Kelemvor's Chosen utility power is a straightforward undead hate power, of greater use to stunlocking invokers. It's handy if you fight undead often, but most characters will prefer Demigod.



Mielikki
Freedom - Channel: Path of Freedom, Power: Power of Freedom (Vanguard's Lightning), Destiny: Avatar of Freedom
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War

Fleetness of Mielikki (FRPG) One shot of +2 movement will come in handy at least once a fight, but I'm not sure it's enough to justify a feat.



Moradin (Forgotten Realms)
Creation: Channel - Creation Secret, Power: Power of Creation (Grasping Shards)
Earth - Channel: Earth Hold, Power: Power of Earth (Visions of Blood)
Protection - Channel: Sure Protection, Power: Power of Protection (Vanguard's Lightning)

Moradin's Resolve (PHB) - Channel. A situational +2 to hit on a nova turn is nice. It's better, pushing blue at high paragon and epic, due to the profusion of large foes at that level.
Awaken God Fragment (Moradin) (D382) - Paragon. A small amount of THP.
Chosen (DP/FRPG) - Forge of Creation, Moradin's Chosen power, is a big endurance boost to the whole party, and well worth taking.



Oghma
Knowledge - Channel: Sure Knowledge, Power: Power of Knowledge (Grasping Shards)
Skill - Channel: Divine Excellence, Power: Power of Skill (Divine Bolts) rating varies
Trickery - Channel: Trickster's Fortune, Power: Power of Trickery (Avenging Light)

Oghma's Recall (FRPG) - Channel. You Just Succeed on two monster knowledge rolls. This would be rated higher, but you have utility powers that do this 100% reliably.
Chosen (FRPG) - Oghma's Chosen utility power just negates one attack. You're almost certainly better off with Demigod.



Selûne
Arcana - Channel: Arcana Ward, Power: Power of Arcana (Divine Bolts)
Change - Channel: Cycle of Change, Power: Power of Change (Divine Bolts)
Moon - Channel: Moon Touched, Power: Power of Moon (Hand of Radiance)

Eyes of Selûne (FRPG) - Channel. A personal-only save-ends reroll, costing the divinity use for the fight. Meh. This could probably be black but seriously nobody's ever going to actually spend a feat on this.

Silverstar (FRPG) - This is just a mediocre paragon path. The only feature worth noting is the stunning encounter power, but even that is one target only.
Chosen (FRPG) - Waxing Fortune is a unreliable attack bonus, but it will usually be large. Whether you prefer this or Demigod is a matter of taste.



Sheela Peryroyl
Love - Channel: Loving Sacrifice, Power: Power of Love (Sun Strike)
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War

Sheela Peryroyl's Gift (FRPG) - Channel. This can be hard to use on yourself when you really need it. This is another one I could bump to black but it's quibbling over the difference between lousy and mediocre.



Silvanus
Life - Channel: Pulse of Life, Power: Power of Life (Avenging Light), Destiny: Avatar of Life
Storm - Channel: Storm Sacrifice, Power: Power of Storm (Vanguard's Lightning), Destiny: Avatar of Storm
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War

Blessing of Silvanus (FRPG) - Channel. It's not sapping your actions and it's a fair amount of healing at low levels. Definite candidate for retraining by high heroic, though.
Chosen (FRPG) - Chosen of Silvanus is exactly identical to Demigod, and your choice of the two is a matter of flavor and taste.



Sune
Love - Channel: Loving Sacrifice, Power: Power of Love (Sun Strike)
Skill - Channel: Divine Excellence, Power: Power of Skill (Divine Bolts) rating varies
Trickery - Channel: Trickster's Fortune, Power: Power of Trickery (Avenging Light)

Sune's Touch (FRPG) A weak nova enabler. Wrathvokers might be in position to use this and setting up a turn where you'd want to, but malvokers get better for free and presevokers like to stay out of melee.

Heartwarder (FRPG) - This is aimed at cha-based pacifist clerics, not invokers of any kind.
Chosen (FRPG) - Sune's Chosen utility power glues vulnerability to two enemies permanently. It has some combo potential with Invoked Devastation. Demigod is going to be more reliably useful, however.



Tempus
Protection - Channel: Sure Protection, Power: Power of Protection (Vanguard's Lightning)
Strength - Channel: Strength of the Gods, Power: Power of Strength (Avenging Light)
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War

Righteous Rage of Tempus (FRPG) - Channel. The next attack you make with a weapon.
Chosen (FRPG) - Tempus's Chosen utility power is a weak defensive power. Get Demigod instead.



Torm
Civilization - Channel: Anthem of Civilization, Power: Power of Civilization (Mantle of the Infidel)
Justice - Channel: Immediate Justice, Power: Power of Justice (Mantle of the Infidel), Destiny: Avatar of Justice
Protection - Channel: Sure Protection, Power: Power of Protection (Vanguard's Lightning)

Torm's Justice (FRPG) - Channel. +2 to hit for two turns, every fight? That's worth a feat if you're a wrathvoker.
Chosen (FRPG) - Torm's Chosen power is for melee classes. Take Demigod instead.



Tymora
Change - Channel: Cycle of Change, Power: Power of Change (Divine Bolts)
Luck - Channel: Imminent Luck, Power: Power of Luck (Vanguard's Lightning)

Favor of Tymora (D365) - Channel. Too infrequent to make up for how weak it is.
Tymora's Coin (FRPG) - Channel. Won't trigger often enough to matter.



Waukeen
Civilization - Channel: Anthem of Civilization, Power: Power of Civilization (Mantle of the Infidel)
Knowledge - Channel: Sure Knowledge, Power: Power of Knowledge (Grasping Shards)

Waukeen's Silver Tongue (FRPG) - Channel. Better than Skill Focus. Still not great.



Evil Forgotten Realms deities

Asmodeus (Forgotten Realms)
Knowledge - Channel: Sure Knowledge, Power: Power of Knowledge (Grasping Shards)
Torment - Channel: Perfect Torment, Power: Power of Torment (Mantle of the Infidel)
Tyranny - Channel: Mastery of Tyranny, Power: Power of Tyranny (Divine Bolts)



Auril
Storm - Channel: Storm Sacrifice, Power: Power of Storm (Vanguard's Lightning), Destiny: Avatar of Storm
Winter - Channel: Path of Winter, Power: Power of Winter (Hand of Radiance)



Bane (Forgotten Realms)
Dragon[/i] #372 has "Deities and Demigods: Bane", an article about Bane in the core setting, including a number of (mostly sub-optimal) character options. That said, core Bane doesn't have too much in common with Forgotten Realms Bane, so these options may not be available to you in a Forgotten Realms game. Ask your GM.

Civilization - Channel: Anthem of Civilization, Power: Power of Civilization (Mantle of the Infidel)
Tyranny - Channel: Mastery of Tyranny, Power: Power of Tyranny (Divine Bolts)
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War



Beshaba
Fate - Channel: Fate Rolls On, Power: Power of Fate (Avenging Light)
Trickery - Channel: Trickster's Fortune, Power: Power of Trickery (Avenging Light)



Cyric
Madness - Channel: Screaming Madness, Power: Power of Madness (Visions of Blood)
Strife - Channel: Sudden Strife, Power: Power of Strife (Sun Strike)
Trickery - Channel: Trickster's Fortune, Power: Power of Trickery (Avenging Light)



Ghaunadaur
Destruction - Channel: Path of Destruction, Power: Power of Destruction (Grasping Shards)
Earth - Channel: Earth Hold, Power: Power of Earth (Visions of Blood)
Madness - Channel: Screaming Madness, Power: Power of Madness (Visions of Blood)



Gruumsh (Forgotten Realms)
Destruction - Channel: Path of Destruction, Power: Power of Destruction (Grasping Shards)
Storm - Channel: Storm Sacrifice, Power: Power of Storm (Vanguard's Lightning), Destiny: Avatar of Storm
Strength - Channel: Strength of the Gods, Power: Power of Strength (Avenging Light)



Lolth (Forgotten Realms)
Darkness - Channel: Darkness Consumes, Power: Power of Darkness (Visions of Blood)
Poison - Channel: Original Poison, Power: Power of Poison (Grasping Shards)
Strife - Channel: Sudden Strife, Power: Power of Strife (Sun Strike)



Loviatar
Torment - Channel: Perfect Torment, Power: Power of Torment (Mantle of the Infidel)
Vengeance - Channel: Small Vengeance, Power: Power of Vengeance (Avenging Light)



Luthic
Earth - Channel: Earth Hold, Power: Power of Earth (Visions of Blood)
Protection - Channel: Sure Protection, Power: Power of Protection (Vanguard's Lightning)



Shar
Darkness - Channel: Darkness Consumes, Power: Power of Darkness (Visions of Blood)
Knowledge - Channel: Sure Knowledge, Power: Power of Knowledge (Grasping Shards)
Undeath - Channel: Undeath's Ally, Power: Power of Undeath (Grasping Shards)



Sseth
Arcana - Channel: Arcana Ward, Power: Power of Arcana (Divine Bolts)
Darkness - Channel: Darkness Consumes, Power: Power of Darkness (Visions of Blood)



Talona
Destruction - Channel: Path of Destruction, Power: Power of Destruction (Grasping Shards)
Poison - Channel: Original Poison, Power: Power of Poison (Grasping Shards)



Tiamat (Forgotten Realms)
Tyranny - Channel: Mastery of Tyranny, Power: Power of Tyranny (Divine Bolts)
Vengeance - Channel: Small Vengeance, Power: Power of Vengeance (Avenging Light)



Umberlee
Sea - Channel: Sea Surge, Power: Power of Sea (Divine Bolts)
Storm - Channel: Storm Sacrifice, Power: Power of Storm (Vanguard's Lightning), Destiny: Avatar of Storm



Zehir (Forgotten Realms)
Darkness - Channel: Darkness Consumes, Power: Power of Darkness (Visions of Blood)
Poison - Channel: Original Poison, Power: Power of Poison (Grasping Shards)




Eberron deities/faiths

The Silver Flame
Hope - Channel: Hope Remains, Power: Power of Hope (Avenging Light), Destiny: Avatar of Hope
Justice - Channel: Immediate Justice, Power: Power of Justice (Mantle of the Infidel), Destiny: Avatar of Justice
Protection - Channel: Sure Protection, Power: Power of Protection (Vanguard's Lightning)

Shield of the Silver Flame (EPG) - Channel. Extra saving throws in an AOE is nice, but the limitations aren't, and the kicker is useless.

Exorcist of the Silver Flame (EPG) - Bolstered By Flame isn't going to come up a lot, but the rest of the class is all good stuff. There's just nothing to push it over the top, unless you're playing in a Radiant Mafia party (in which case it is blue, on the strength of Warding Flame) or fight a lot of fiends/shapechangers/undead (in which case it is sky blue on the strength of Silver Exorcism). Sublime Flame (EPG) - It's an extra use of a radiant (or fire) daily power.



The Sovereign Host
Civilization - Channel: Anthem of Civilization, Power: Power of Civilization (Mantle of the Infidel)
Fate - Channel: Fate Rolls On, Power: Power of Fate (Avenging Light)
Knowledge - Channel: Sure Knowledge, Power: Power of Knowledge (Grasping Shards)

Sovereign Justice (EPG) - Channel. A pittance of conditional THP on a condition that you can often avoid.



Arawai
Life - Channel: Pulse of Life, Power: Power of Life (Avenging Light), Destiny: Avatar of Life
Storm - Channel: Storm Sacrifice, Power: Power of Storm (Vanguard's Lightning), Destiny: Avatar of Storm
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War

Arawai's Abudance (EPG) - Channel. This is a decent healing power, as healing powers go.



Aureon
Arcana - Channel: Arcana Ward, Power: Power of Arcana (Divine Bolts)
Justice - Channel: Immediate Justice, Power: Power of Justice (Mantle of the Infidel), Destiny: Avatar of Justice
Knowledge - Channel: Sure Knowledge, Power: Power of Knowledge (Grasping Shards)

Aureon's Instruction (EPG) - Channel. This could be a couple rolls at least, and it's the best sort of reroll. It's just too redundant with utility powers that do this more effectively, though.
This is better in-combat, while Aureon's Instruction is better in skill challenges and out of combat.



Balinor
Earth - Channel: Earth Hold, Power: Power of Earth (Visions of Blood)
Strength - Channel: Strength of the Gods, Power: Power of Strength (Avenging Light)
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War

Balinor's Prey (EPG) - Channel. An almost-certain chunk of extra damage isn't bad for a wrathvoker, but it's not as good as the other channels.



Boldrei
Civilization - Channel: Anthem of Civilization, Power: Power of Civilization (Mantle of the Infidel)
Justice - Channel: Immediate Justice, Power: Power of Justice (Mantle of the Infidel), Destiny: Avatar of Justice
Protection - Channel: Sure Protection, Power: Power of Protection (Vanguard's Lightning)

Boldrei's Shelter (EPG) - Channel. A turn of boosted defenses in an AOE isn't all bad.



Dol Arrah
Hope - Channel: Hope Remains, Power: Power of Hope (Avenging Light), Destiny: Avatar of Hope
Sun - Channel: Solar Enemy, Power: Power of Sun (Sun Strike)
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War

Beacon of Dol Arrah (EPG) - Channel. It's a safer, much weaker Solar Enemy. It's still good if Solar Enemy isn't allowed for some reason.



Dol Dorn
Skill - Channel: Divine Excellence, Power: Power of Skill (Divine Bolts) rating varies
Strength - Channel: Strength of the Gods, Power: Power of Strength (Avenging Light)
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War

Might of Dol Dorn (EPG) - Channel. Trigger: You hit an enemy with a melee attack.



Kol Korran
Civilization - Channel: Anthem of Civilization, Power: Power of Civilization (Mantle of the Infidel)
Skill - Channel: Divine Excellence, Power: Power of Skill (Divine Bolts) rating varies
Trickery - Channel: Trickster's Fortune, Power: Power of Trickery (Avenging Light)

Kol Korran's Boon (EPG) - Channel. This is a great cleric feat, but you're not a cleric.



Olladra
Change - Channel: Cycle of Change, Power: Power of Change (Divine Bolts)
Freedom - Channel: Path of Freedom, Power: Power of Freedom (Vanguard's Lightning), Destiny: Avatar of Freedom
Luck - Channel: Imminent Luck, Power: Power of Luck (Vanguard's Lightning)



Onatar
Civilization - Channel: Anthem of Civilization, Power: Power of Civilization (Mantle of the Infidel)
Creation: Channel - Creation Secret, Power: Power of Creation (Grasping Shards)
Strength - Channel: Strength of the Gods, Power: Power of Strength (Avenging Light)

Onatar's Gift (EPG) - Channel. At least one of your at-wills will (or should) be a ranged attack, so you'll certainly trigger this, but is a pittance of damage worth burning your channel?



The Blood of Vol
Death - Channel: Death Knell, Power: Power of Death (Visions of Blood),, Destiny: Avatar of Death
Undeath - Channel: Undeath's Ally, Power: Power of Undeath (Grasping Shards)



The Path of Light / il Yannah
Freedom - Channel: Path of Freedom, Power: Power of Freedom (Vanguard's Lightning), Destiny: Avatar of Freedom
Skill - Channel: Divine Excellence, Power: Power of Skill (Divine Bolts) rating varies
Sun - Channel: Solar Enemy, Power: Power of Sun (Sun Strike)

Light Within (EPG) - Channel. This gets better the more forced-movement shenanigans your party can use to abuse it. If you don't abuse it, it's a decent healing power.

Lightwalker (EPG) - This is an unexciting path for the wisdom-based clerics it is intended for. It's not at all appealing to invokers.



The Spirits of the Past
Protection - Channel: Sure Protection, Power: Power of Protection (Vanguard's Lightning)
Vengeance - Channel: Small Vengeance, Power: Power of Vengeance (Avenging Light)
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War

Ancestral Guidance (EPG) - Channel. This is slightly stronger than Skill Focus, but only works once per fight/skill challenge. That's not much of a limitation, but it's not much of a feat.



The Undying Court
Fate - Channel: Fate Rolls On, Power: Power of Fate (Avenging Light)
Knowledge - Channel: Sure Knowledge, Power: Power of Knowledge (Grasping Shards)
Undeath - Channel: Undeath's Ally, Power: Power of Undeath (Grasping Shards)

Undying's Command (EPG) - Channel. One turn of dominate is interesting, if not especially powerful. This also works with Devilbane or Demonbane, if you've got a combo so devilishly clever that it's beyond my understanding.



The Traveler
Change - Channel: Cycle of Change, Power: Power of Change (Divine Bolts)
Creation: Channel - Creation Secret, Power: Power of Creation (Grasping Shards)
Trickery - Channel: Trickster's Fortune, Power: Power of Trickery (Avenging Light)

Traveler's Celerity (D382) - Paragon, Channel Divinity. Why is this a paragon feat? A little extra movement would be worth it at heroic, but not paragon.
Traveler's Gift (EPG) - Channel. Meh. If this weren't a standard it'd be decent, but blowing your turn to cause a bunch of ally-only shifts isn't worth your channel. Or your turn.

Traveler's Harlequin (D382) - You need to be from Eberron and you're burning a feat to pick up Bluff somewhere, but you're getting that feat back and removing the single-multiclass rule and getting to poach a level 20 daily from any paragon path or class you want. All of the other class abilities are handy and that the encounter attack power is useful. This path is going to be the centerpiece of quite a few builds. In fact, this path is so cool that it gets its own miniguide in the paragon-level post.



Evil Eberron deities/faiths

The Dark Six
Destruction - Channel: Path of Destruction, Power: Power of Destruction (Grasping Shards)
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War



The Devourer
Destruction - Channel: Path of Destruction, Power: Power of Destruction (Grasping Shards)
Sea - Channel: Sea Surge, Power: Power of Sea (Divine Bolts)
Storm - Channel: Storm Sacrifice, Power: Power of Storm (Vanguard's Lightning), Destiny: Avatar of Storm



The Fury
Madness - Channel: Screaming Madness, Power: Power of Madness (Visions of Blood)
Vengeance - Channel: Small Vengeance, Power: Power of Vengeance (Avenging Light)



The Keeper
Death - Channel: Death Knell, Power: Power of Death (Visions of Blood),, Destiny: Avatar of Death
Torment - Channel: Perfect Torment, Power: Power of Torment (Mantle of the Infidel)



The Mockery
Trickery - Channel: Trickster's Fortune, Power: Power of Trickery (Avenging Light)
War - Channel: Path of War, Power: Power of War (Visions of Blood), Destiny: Avatar of War



The Shadow
Arcana - Channel: Arcana Ward, Power: Power of Arcana (Divine Bolts)
Darkness - Channel: Darkness Consumes, Power: Power of Darkness (Visions of Blood)



Cults of the Dragon Below
Darkness - Channel: Darkness Consumes, Power: Power of Darkness (Visions of Blood)
Madness - Channel: Screaming Madness, Power: Power of Madness (Visions of Blood)


Heroic-level Powers


God is my strength and power: and he maketh my way perfect. - 2 Samuel 22:33


A general summary of heroic-level build strategies will go here.


Level 1 encounter powers


Wrathvokers are taking Lightning's Revelation; this is not up for discussion. Presevokers are making a hard decision between Thunder of Judgement and Astral Terror, while Malvokers are making the same decision between Whispers of Defeat and Thunder of Judgement.


Level 1 encounter powers

Astral Terror (PHB2) - Psychic/fear, targets will. An ally-friendly close burst 3 is very large and push 2 is useful.
Blades of Astral Fire (PHB2) - Radiant, targets ref. One of the best presevoker kickers around (which says more about presevoker kickers than this power, alas). Is it worth your turn just to make two party members unhittable for a turn, though?
Spear of the Inquisitor (PHB2) - Radiant, targets ref. This might be interesting if it were an at-will.
Thunder of Judgement (PHB2) - Thunder, targets fort. Multitarget non-AOE powers are lovely and even better when they come with bonus damage for single-targeting. Dazing is a nice debuff at this level. Alas, wrathvokers have already committed their level 1 encounter power elsewhere, and targeting fort sucks.
Forceful Denunciation (DP) - Thunder, targets fort. There is already a much cooler fort-targeting debuff power and a close burst push power that targets a weaker defense. When are you going to want this?
Lightning's Revelation (DP) - Lightning, targets ref. This is one of the best nova turn powers around, and almost single-handedly makes a case for both wrathvokers and upping your con for con-based kickers. This is a wrathvoker-only choice, mind; other covenants are rating it black at best.
Summons of Justice (DP) - Radiant, targets will. I have been wracking my brain to come up with a use for this power. To date, I have failed.
Whispers of Defeat (DP) - Psychic/fear, targets will. This does terrible damage even if you are a malvoker, but a close burst 5 covers a significant portion of the battlefield with a -2 to hit debuff.
Angelic Harrier (D383) - Targets ref/fort. One target, and it needs secondary roll to have a real control effect. I can't imagine why you'd ever use this over Thunder of Judgement.
Scourge of Heaven (D383) - Fear (for malvokers only), targets AC. This 100% worse than Blades of Astral Fire for presevokers, has nothing to recommend it to malvokers, and is an inaccurate damage-only attack for wrathvokers. It's a hat trick of bad.



Level 1 daily powers


You're taking Binding Invocation of Chains or Silent Malediction, depending on if you like safe plays or risky ones. Storm Call is a long-lasting anti-solo power but the sky blues are probably more useful more often, and Angelic Protector and Brilliant Beacon from Dragon #383 are both interesting powers for those who prefer longer-lasting battlefield effects. The rest of the choices are impractical at best or downright awful at worst.


Level 1 daily powers

Angelic Echelon (PHB2) - Radiant, targets will. Dailies should have a noticeable impact on the battle. Doing slightly more damage than your at-wills is insufficient.
Binding Invocation of Chains (PHB2) - Save-ends, Targets ref. Slowing the entire field is quite a thing. This doesn't do any damage, though.
Purging Flame (PHB2) - Fire, save-ends, targets ref. Unacceptable. Doing mediocre damage to one target is insufficient.
Summon Angel of Fire (PHB2) - Fire, summon, targets ref. While summons are nice for clogging up the battlefield and you do benefit from wrathvoker bonus damage on this summon's standard attack (arguably), it's barely more damage than your at-will. Why are you feeding this actions?
Crown of Retaliation (DP) - Radiant, save-ends, targets will. Single-target conditional damage is a terrible daily, but it multidips radiant vulnerability, which isn't all bad.
Execration (DP) - Save-ends, targets will. Two-target Purging Flame with a side-effect that sets you on fire. No.
Invocation of Ice and Fire (DP) - Fire/cold, targets ref. A huge close blast that isn't ally-friendly, but does leave a (non-Murder-Pinball-compatible) damage zone. I always want to find a use for this power but it's completely impractical most of the time.
Silent Malediction (DP) - Thunder, save-ends, targets fort. Big risks, big payoffs. Save-ends stun is huge at any level.
Storm Call (DP) - Lightning/thunder, save-ends, targets ref. A handy little single-target stunlock power. Silent Malediction and Binding Invocation of Chains loom large, however.
Angelic Protector (D383) - Summon, targets ref/fort. It's invoker Flaming Sphere! Sort of. It's a little angel minitank, with an immobilizing OA and a standard-action attack you'd actually want to use at low levels. This doesn't level well; drop or retrain this by paragon.
Brilliant Beacon (D383) - Radiant/fear, targets will. The damage doesn't scale, but a movable, sustainable, ally-friendly -2-to-everything zone is quite interesting.



Level 2 utility powers


Most invokers will want Miraculous Fortune, because it's just so great. Wrathvokers will often want Divine Call, to set up big AOEs. Know Weakness is helpful if you didn't take the appropriate skills.


Level 2 utility powers

Divine Call (PHB2) - Encounter. This is absolutely lovely for setting up non-ally-friendly AOEs. You'll be using this right away to pull people out of Lightning's Revelation and Silent Malediction (or even Visions of Blood) and you'll get more powers like this as you go up in level. A wrathvoker staple.
Emissary of the Gods (PHB2) - Daily. A once-daily bonus to a skill check, on two skills you don't specialize in.
Shroud of Awe (PHB2) - Encounter. Very cool. Totally useless. Remove the intimidate bonus and this should be a free at-will power.
Shroud of Warning (PHB2) - Daily. I'm a big fan of the Just Win Initiative powers, especially when they help the entire party, doubly when they're given to controllers.
Wall of Light (PHB2) - Daily. A nice little AOE buff. It's probably on the wrong class, but 5 refreshing THP is nice at a level where most enemies do about 5-15 damage per attack. This ages very poorly, though.
Divine Protection (DP) - Encounter. This is useful but terribly unexciting. If enemies are in your face that often, Astral Terror is probably a better encounter-schedule solution.
Encouraging Chant (DP) - Encounter. Useful for int-based invokers if your leader isn't covering this job, but you won't want this at level 2. Come back sometime in high heroic or paragon, when everything likes to drop save-ends effects.
Know Weakness (DP) - Encounter. This is handy if you don't have the appropriate skills, but invokers easily can. Plus, many fights will obviously have no enemies with appropriate weaknesses.
Lore of Shom (DP) - Daily. Hey, skills you actually use. The value of this is going to vary greatly depending on how important skill rolls are to your campaign, but it's probably not ever going to be better than blue.
Miraculous Fortune (DP) - Encounter. This is almost as good as having Resist 5, as long as you can get out of the sticky situation. This won't come up every fight, but that's just fine.
Strategist's Epiphany (PHB3) - History skill power, daily. You Win Initiative, if you're int-based. It's probably not quite as cool if you're con-based.
Death's Denial (D380) - Encounter. Conditional surge-based healing with no bonus. Possibly useful if you don't have a leader, but probably not too hot even then.
Altar of Confinement (D383) - Daily, stance. An invoker stance? Too weird. Anyway, you're unlikely to get much damage out of this, since it's negated with little cost or difficulty.
Heaven's Bountiful Reward (D383) - Encounter. I'm not a big fan of conditional THP on invokers, but this will come up every fight if you spend a lot of time adjacent to people.



Level 3 encounter powers


This is not a huge level for you, but Chains of Carceri is a perfectly functional control power, Knives of the Soul is good damage, and if you're really risk-averse Offering of Justice doesn't require a to-hit roll. This level is a good example of why invokers don't care about their kicker stats too much: two of the three kicker powers are completely inferior to similar alternate powers, and the wrathvoker kicker is on a single-target power.


Level 3 encounter powers

Chains of Carceri (PHB2) - Targets ref. Good damage in an (ally-unfriendly) AOE, and slowing is nice.
Glyph of Imprisonment (PHB2) - Radiant, targets will. Chains of Carceri is printed right above this, c'mon. That does comparable damage all the time and slows, whereas this offers only conditional damage. This only comes into its own if you have or are a Morninglord, abusing the double-dipping of radiant vulnerability.
Offering of Justice (PHB2) - Radiant. This will make one enemy waste one attack roll or eat a decently large pile of damage. On the other hand, it always works. I maintain that burning an encounter and an action to prevent one action is insufficient, even if it's 100% reliable.
Sun Hammer (PHB2) - Radiant, targets fort. This is your obligatory ally-friendly AOE. Chains of Carceri does more damage no matter what, though, and comes with a control effect.
Knives of the Soul (DP) - Force, targets ref. That's damage enough to tempt a striker, and the malvoker kicker isn't bad. Piddling self-damage is not a big deal.
Penance Compelled (DP) - Radiant, targets will. This is the bad sort of conditional-damage power. Why use this power when there's a power right above it that does more damage, all the time? This is another double-dip-radiant-vulnerability power like Glyph of Imprisonment, though.
Symbol of the Broken Sword (DP) - Charm, targets will. Offering of Justice always works on everything, whereas this power doesn't work on anything with a halfway decent basic attack. Even if you're a presevoker, the penalty to hit is offset by the fact that you need to hit. Burning an encounter and an action to prevent one action is still insufficient.
Word of Ruin (DP) - Psychic, targets will. Dazed and slowed are a potent combination. Moving yourself into position to use a close-burst, ally-unfriendly, self-dazing power is difficult and risky.
Fires of Judgement (D383) - Fire, targets will. Who wants this over Knives of the Soul? The only interesting kicker is the presevoker kicker, and even that is nothing special.
Radiant Cordon (D383) - Radiant, targets fort. It's an encounter version of Cerulean Flames! This makes an interesting zone, but make sure to shoot and scoot, or the group of enemies are just going to crowd in the part of the zone that lets them hit you in the face. I just can't get too excited about short-ranged immobilization effects.



Level 5 daily powers


If you didn't take Silent Malediction, you should take definitely take Searing Orb (or possibly Malediction of Blindness) now. Otherwise, it's more of a decision. While Searing Orb is still useful if you have Silent Malediction, some players won't necessarily want to put both of their dailies into fort-based save-ends effects. Of those players who aren't doubling up, con-based invokers are taking Lamentation of the Wicked, and other invokers are choosing one of Blade of Vengeance or Grasping Chains of the Justicar.


Level 5 daily powers

Blade of Vengeance (PHB2) - Conjuration, targets ref. This is pretty nifty, a conjuration gives you all of the benefits of a summon (except opportunity attacks, I suppose) but none of the action drain. Your minors and immediates are generally pretty weak, so this flits around and sets up flanks in otherwise-dangerous places while doing chunks of damage.
Grasping Chains of the Justicar (PHB2) - Force, save-ends, targets ref. Ally-friendly save-ends immobilization with a big AOE. It's a shame about the damage.
Icon of Terror (PHB2) - Psychic/fear, targets will. A big ally-unfriendly AOE with decent damage, but what you get out of it is a push? Even if you're getting the wrathvoker kicker, there are better AOEs at this level.
Searing Orb (PHB2) - Radiant, save-ends, targets fort. Save-ends AOE blindness. If you didn't take Silent Malediction, you'll probably want this. You might even want it anyway.
Deluge of Blood (DP) - Immediate reaction, targets fort. Out-of-sequence attacks are always handy, but not when they're this lame.
Lamentation of the Wicked (DP) - Psychic, save-ends, targets will. This is difficult to use because of the AOE's shape, but you're more interested in the Effect line; even a +2 con mod has a big effect. (For non-con-based invokers, this is merely black.) Note that the Effect line is an ongoing aura centered on you, rather than an effect placed on the enemies you hit.
Malediction of Blindness (DP) - Save-ends, Targets fort. A close blast 3 variant of Searing Orb. I don't think the disadvantages are worth the extra damage, but you might.
Sun Shard (DP) - Radiant, save-ends, targets ref. You can get save-ends immobilization or save-ends blindness in an AOE at this level. Why would you settle for single-target save-ends daze?
Trumpet the Star's Fall (DP) - Fire/radiant, targets ref. This isn't bad for suppressing a defensive position, but Searing Orb does the job better.
Rolling Thunderstrike (D383) - Thunder/lightning, save-ends, targets ref. The damage is impressive and a save-ends to-hit penalty isn't bad, but it only controls one target.
Summon Celestial Lion (D383) - Summon, targets fort. A charge-only summon with a knockdown is interesting, but this has serious targeting issues.
Dawn's Blazing Fingers (D383) - Fire/radiant, save-ends, targets ref. Dawn's Boring Fingers. You're not a warlock, you don't need their crappy ongoing damage powers with no control effects.



Level 6 utility powers


Demand Justice is a must if you have a significant amount of save-ends dailies, and by this point you should. If you don't, you've lot of so-so leader-style party buffs (Symbol of Hope being the winner of the bunch) or a decent minor-action sustainable difficult terrain zone in Solid Fog. Patron's Blessing, from Dragon #383, is a second dose of Channel Divinity, which isn't much for most invokers but is handy if you have an amazing channel from a feat.


Level 6 utility powers

Astral Step (PHB2) - Daily. Divine Call does half of this, but shuffling things around on an off-action is still very handy. It's just a shame that this is daily.
Demand Justice (PHB2) - Encounter. Getting a bit more out of your save-ends dailies is nice, and you can also use this to help the party out when you're not dropping a daily.
Shared Endurance (PHB2) - Daily. Lame leader stuff. Shifting around a little bit of damage is not worth your utility slot.
Shield of Light (PHB2) - Encounter. One-off attack penalties aren't all bad, but neither are they anything to write home about.
Symbol of Hope (PHB2) - Daily. More friendly zones, in the vein of Wall of Light. This is much easier to use than Wall of Light, and saving throw boosts are starting to become important at this level.
Brilliant Cloak (DP) - Daily. A bit out of role, and not terribly potent. I'd almost be happier with Wall of Light.
Guardian Angel (DP) - Daily. Also out of role. It's just movable Wall of Light. I'd rather have Wall of Light.
Prayer for Victory (DP) - Daily. Miraculous Fortune looms large and is usable every fight. This isn't. A better defense that doesn't work when you need it is of no value at all.
Solid Fog (DP) - Daily. Not nearly as overpowered as its 3e cousin, but a big patch of blocked LOS and difficult terrain can always be put to good use.
Symbol of Vengeance (D381) - Daily. This is a bit of a weird one, and it's a shame it doesn't work on close blasts/bursts. I'm not sure if you're going to get any use out of this every day; possibly if you play a lot more dungeon delves than I do? It's encounter-long, which is nice.
Altar of Defense (D383) - Daily. This improves as you level, but it isn't at any point actually very good. Conditional, short-duration defense boosts rarely have a great impact on a fight.
Patron's Blessing (D383) - Daily. It's a second dose of Channel Divinity. Builds with powerful channels from a feat (e.g. Solar Enemy) will want this, but none of the default channels are so amazing that a 1/day extra use of them is significant.



Level 7 encounter powers


Wrathvokers are still using Rain of Blood, even after the nerf. Everyone else is deciding between Baleful Eye of Judgement, a hardhitting AOE with a smallish area, or Tide of the First Storm, a big ally-friendly AOE with a decent int-based kicker.


Level 7 encounter powers

Baleful Eye of Judgement (PHB2) - Fear/psychic, targets will. -2 to hit isn't bad as debuffs go, and the damage is nice.
Bolt of the Rising Sun (PHB2) - Radiant, targets ref. A power that costs an action and an encounter power to (maybe) cost one enemy one action? Again, no.
Invoke Obedience (PHB2) - Psychic, targets will. This is pretty much wrathvoker only, because you need the kicker or else everyone just eats the prone. It's not quite as good as it looks on first blush, because you're letting the GM choose whichever effect is least painful. Wis and d6 autohitting damage versus a very accurate attack is a meaningful decision, but just prone versus damage isn't. Since wrathvokers get more interesting powers at this level, this is just not going to see much use.
Thunderbolt of the Heavens (PHB2) - Thunder, targets fort. Adding 10 range to Forceful Denunciation didn't turn it into a good choice. In fact, six levels later it's looking practically lame.
Rain of Blood (DP) - Targets fort. See? I don't hate fort powers. This is absolutely indispensable for wrathvokers (but only black for other covenants). Coordinate with the party to turn this into big damage, every single fight.
Tide of the First Storm (DP) - Targets ref. AOE slow combined with sliding allies out of reach is a very nice combination. This is obviously for int-based invokers only, though.
Trumpest of Celestia (DP) - Thunder/fear, targets fort. A fort-based fear power? Weird. Anyway, just use Baleful Eye of Judgement, even if you are a presevoker. Doubling the penalty isn't worth the accuracy loss and all the positioning work you need to do to make this power work.
Words of Fiery Condemnation (DP) - Fire/radiant, save-ends, targets ref. This is a close damage-only power, but it is a fair amount of damage. It's Invocation of Ice and Fire updated, and like Ice and Fire it's too hard to use to just get damage.
Written in Fire (DP) - Fire, conjuration. I'm not a big fan of these conditional powers, but I am a fan of no-hit powers and powers that force enemies to retreat from melee. Ultimately, the low damage and the lack of any practical way to force the damage is the deal-breaker.
Death's Dread Whisper (D380) - Targets fort. It's a very big AOE and dazing is nice. A large, close, non-ally-friendly AOE that does no damage is probably not worth your time, though.
Lightning Spike (D383) - Lightning, targets fort. AOE daze is perfectly respectable, and there's a shortage of decent lightning/thunder powers at this level.
Curse of the Divine Plague (D383) - Targets fort. This is an interesting and exotic logic puzzle, and I dearly want it to be worth taking. Unfortunately, it's hard to use and isn't as ally-friendly as it proports to be. I can't see how you'd use this every encounter, or why you'd take it over Tide of the First Storm.
Omen of Damnation (D383) - Radiant, targets will. It's a lose/lose power done right. If you're targeting someone engaged in melee, both loses are really painful. It's just a shame this is single-target.



Level 9 daily powers


This level is full of gems, and nearly any of the blue powers here would be pushing sky blue at other levels. Malediction of Rigidity has a lock on the actual level 9 daily slot, and indeed will keep that daily slot for most of your career. This is the first level where you'd seriously consider coming back later instead of taking a higher-level daily; Baleful Admonishment, Cerulean Flames, Fourfold Invocation of Doom, Hall of Thunderous Battle, Herald the Storm Unleashed, and Summon Blade Angel are all winners.


Level 9 daily powers

Cerulean Flames (PHB2) - Radiant, save-ends, targets ref. A zone that comes with respectable damage. Unfortunately, the zone is rather difficult to use as a zone; instead, it's more of a conditional save-ends blind. Save-ends blindness is a heck of an effect, but there will be situations where you'll want to use this and can't.
Fourfold Invocation of Doom (PHB2) - Psychic/fear, save-ends, targets will. Dropping a daze on the entire battlefield is worth not doing any damage. Plus, you get a little damage shield, which is nice.
Summon Blade Angel (PHB2) - Summoning, targets fort/ref. Blade of Vengeance got a body. Compared to Blade of Vengeance, you're trading some accuracy and some of your move actions in order to get the ability to take opportunity attacks (which slow enemies). If you're looking for a second dose of minor-action-only attacking summon, you're in the right place.
Visions of Paradise (PHB2) - Charm, save-ends, targets will. Look at all the other amazing save-ends debuff powers at this level. Pacifying one enemy isn't worth it.
Baleful Admonishment (DP) - Save-ends, targets will. I love this power irrationally. This is a rather ugly save-ends effect on three enemies, and you get to pick up to three targets selectively. You'll just need to coordinate some sort of healing to keep you on your feet.
Hall of Thunderous Battle (DP) - Thunder, targets fort. A persistant aura that pushes enemies away and buffs allies' defenses. This is one of those powers I want to use every single fight; it never feels like dead weight on the character sheet.
Herald the Storm Unleashed (DP) - Thunder/lightning, targets fort. It makes a murder-pinball-compatible zone. I have trouble getting too excited about this power; it's reliable and versatile damage, but the slide is not synergistic with the zone and the damage doesn't scale. The reliability of a movable damage zone is not to be discounted, however.
Malediction of Rigidity (DP) - Fear, save-ends, targets will. It's a minor action to make a large AOE that puts up save-ends immobilization and ongoing damage, with a save penalty if you're a malvoker. This is arguably the best invoker daily power period. Do not drop this power for a good long time.
Twist of Fate (DP) - Charm/psychic, save-ends, targets will. The debuff is a mild inconvenience. This is a mediocre power facing extremely tough competition.
Brand the Heretic (D383) - Fire, save-ends, targets will. This is worse than Visions of Paradise. Consider what Visions of Paradise is rated.
Cast the First Stone (D383) - Targets fort. Level 9 has the singular distinction of having the best invoker daily power in the game, and the worst. Guess which one this is.



Level 10 utility powers


Angelic Messenger, from Dragon #383, is just amazing. If that's not available for some reason, this isn't a particularly powerful level. Prayer of Vengeance is a conditional bonus to hit and Angelic Visage is a fairly good defensive trick. Divine Renewal is decent in games where adventuring days run very long. Otherwise there's a bunch of leader-lite junk that even leader classes wouldn't take. It might be worth going back and picking through the lower-level utility lists for gems you had to skip.


Level 10 utility powers

Angelic Visage (PHB2) - Encounter, fear. I'm a big fan of these defensive encounter utilities, and adding a push is nice.
Covenant of Endurance (PHB2) - Daily. Why doesn't this have the healing keyword? Oh well, it's just a mediocre surge-based healing power for a low-surge class. Nobody's using this.
Divine Renewal (PHB2) - Daily. Extra surges are very good in a specific sort of game, where the GM focuses fire, surgeless healing is scarce, and days run long. Otherwise, it's never coming up.
Martyr's Ward (PHB2) - Daily. You are the most fragile character in any given party. These sorts of powers are lame when paladins get them, and you are most definitely not a paladin.
Call of the Vanguard (DP) - Daily. I wouldn't use this over Shroud of Warning, but a second dose of winning initiative is always nice for a controller.
Enunciation (DP) - Daily. Increasing the size of AOE attacks is usually powerful, but this is one attack and only works on close effects. I always take this and never find a good use for it; don't be an idiot like me.
Prayer of Vengeance (DP) - Daily. Drop this at the same time as one of one of the wrathvoker nova powers, like Rain of Blood or Lamentation of the Wicked. It will make a glorious mess of things. Note that it has been errataed to last "until the end of the ally’s next turn" so the power isn't completely non-functional.
Word of Urgency (DP) - Encounter. Meh. Divine Call takes your minor action, but works on two allies and works with non-int-based invokers, plus Divine Call can be used just to reshuffle the battlefield. This isn't anything special.
Angelic Messenger (D383) - Daily, summon. This turns your move actions into chessmastery (as long as you plan ahead) and gives you gobs and gobs of out-of-combat surge-free healing.
Cloud of Locusts (D383) - Daily. This is....interesting. The heavy concealment cuts both ways, but invokers tend to be loaded with AOE powers. This will depend on your party; can everyone group up and benefit from using this at range? Can people use AOEs to bypass the concealment? If so, this gets better. If not, it's less interesting.


Heroic-level Feats


A man who has blown all his options can't afford the luxury of changing his ways. - Hunter S. Thompson, in Hell's Angels


At heroic levels, nearly every invoker will want Implement Expertise, most likely for staffs. Coordinated Explosion, Hafted Defense, Invoker Defense, Improved Initiative, Superior Implement Proficiency, and Weapon Focus (staffs) are common choices for any sort of invoker build, since going first, not missing, doing damage, and not dying are important to all invokers. Coordinated Explosion is skippable if you really don't have the ally-friendly AOEs to justify it, and Invoker Defense and Hafted Defense are possibly skippable if all of your powers are long-ranged but the party is full of melee. Beyond that, you'll want feats that support your attack type.


Radiant builds will all want Solar Enemy and Power of the Sun, to start laying down radiant vulnerability a significant amount of the time. Nimbus of Light is also useful if the rest of the party has already started in on their own Radiant Mafia strategies, although heroic levels are a bit early for that. Radiant builds who aren't going for Morninglord may want to lay in their multiclass feat for Radiant One or cleric radiant options at high heroic.


Lightning/thunder builds will want Mark of Storm, obviously. Other heroic lightning/thunder staple feats are Power of the Storm/Luck/Skill (don't take more than one or two of these), Echoes of Thunder, Oncoming Storm, and Storm Sacrifice are all essential to a thunder/lightning build.


After that, it's a matter of picking some useful filler. Power of Earth and Power of Luck, Toughness, Armor Proficiency (scale) (for con-based invokers only, of course), Clever Control, Divine Rage, Distant Advantage, Vistani Heritage, and Glittergold's Gambit are good feats; they're just competing for resources which are key to certain builds.


All of the domain power feats (e.g. Power of Skill) from Divine Power are rated and mentioned in the at-will power list above.


General feats

Aberrant Mark of Contagion (EPG) - Don't be fooled by the save penalties into thinking this is a good feat; ongoing damage on enemies you hit with a daily attack power is too situational to justify this feat. The "Please poo on me from a great height, Mr. GM sir" setting entanglements don't encourage this, either.
Aberrant Mark of Madness (EPG) - This is a nice little bonus, especially if the rest of the party has a good way to hit will.
Aberrant Mark of Terror (EPG) - It's a decently little defensive boost for wrathvokers and malvokers who favor close bursts, which is most of them. Don't take this before paragon, of course.
Armor Proficiency (Scale) (PHB) - The strength prerequisite is frustrating, but if you can swing it somehow this is a nice little AC boost for con-based invokers who haven't picked up a primal multiclass. Plate is unlikely for invokers who aren't a +str race, however.
Astral Fire (PHB) - This would be nice if you could take it, but it's a trap. It requires difficult prerequisites to add a +1 to damage at heroic only, because at paragon you'll take Invoker's Blaze, which is better, has no prerequisites, and doesn't stack. If Weapon Focus (staff) is allowed to apply to implement powers, then there's no reason to take this feat ever.
Battle Caster Defense (PHB3) - Interesting if you're eating a lot of OAs, but generally you (hopefully!) don't spend that much time in melee.
Clever Control (D382) - This isn't especially controllable, but extra damage, sometimes multiple times a fight, is always appreciated.
Coordinated Explosion (PHB2) - +1 to hit for ally-friendly AOEs? Yes please.
Destructive Power (D382) - It's uncontrollable extra damage, but the cost is fairly high and it's just unreliable enough to cause it to go to waste some days. If you do take this, make sure to use it aggressively.
Distant Advantage (PHB2) - Not as essential for you as for many ranged classes, as AOEs are often not flank-friendly, but you'll use enough single-target, multi-target, or ally-friendly AOE powers to get some decent mileage out of this in a melee-heavy party.
Echoes of Thunder (PHB2) - This is difficult to use in most builds, but Power of the Storm (DP) can turn Vanguard's Lightning into a thunder-typed power, and Devoted Orator (DP) adds the thunder keyword to close attack powers. Combined with either of these and some judicious daily/encounter selection, this feat is much more useful.
Explosive Power (D382) - This is a love-hate sort of power. When it works, it works amazingly well, but most of the time it offers you the opportunity to scatter enemies around randomly for little gain. Note that the feat power's effect affects enemies you miss and allies, even if the attack power normally doesn't.
Forceful Power (D382) - I, Garland, will knock you all down! This adds teeth to a daily, sets up a nova turn, or allows for a quick escape, depending on what power you add it to. Note that it doesn't work on close-range AOEs, though.
Grim Promise (D368) - You need to be trained in a dog-terrible skill, but invokers with Power of Luck can start using this from heroic, and many invokers will go into crit-boosting paragon paths.
Hafted Defense (PHB3) - You have to forgo an offhand-friendly implement, but this is a nice little defensive boost for staff-using invokers.
Impending Victory (PHB3) - This is an often-on damage bonus, but it's only useful in a fight you're winning anyway. Extra damage is extra damage, though.
Implement Expertise (PHB2), Focused Expertise (D375), and Versatile Expertise (PHB3) - You're taking this, probably for staffs. (Focused/Versatile Expertise also gives you a bonus to hit if you swing the staff as a melee weapon or on a melee weapon, if you want that for some reason.) It's boring but you're doing it anyway. Don't blame me, I didn't design it that way.
Improved Initiative (PHB) - Going first means you get lovely AOE opportunities you'd otherwise miss once the fight is underway. The only reason not to take this is if you're a deva and you took Battle Intuition. This drops to black for devas with Battle Initution; +2 initiative is still nice but there are other feats to take.
Invoker Defense (PHB2) - Another boring must-have, although invokers who completely omit short-ranged powers might be able to get away without this.
Light of Order (D381) - You're a flashlight! And also you can turn a utility power you don't want into a once-a-fight dose of extra damage...and arguably the radiant keyword (the rules are vague in this area).
Lucky Start (PHB3) - Hopefully, you're winning initiative a lot. This isn't a big bonus, though, since it's only one target of an AOE.
Mark of Healing (EPG) - This is potent if you spend a lot of time healing...but why are you spending a lot of time healing?
Mark of Making (EPG) - This is interesting if your party is consistently rich, but usually you can't afford overlevel items. The associated paragon path is somewhat interesting.
Mark of Storm (EPG) - Absolutely amazing for any controller with enough thunder and lightning powers to justify it, and invokers are lousy with great thunder/lightning powers. This is the centerpiece of many builds, and no Divine Orator build should lack this feat. The associated paragon path is nothing to sniff at either, especially if you don't need to be a half-elf to take it.
Mark of Warding (EPG) - You've got a few powers that grant defense bonuses. Like the Mark of Healing, though, that's hardly your specialty.
Mounted Combat (PHB) and Mark of Handling (EPG) - These feats are unrateable. They're completely overpowered, but nobody uses the mounted combat rules for much because they're nonfunctional.
Nimbus of Light (DP) - Another Radiant Mafia staple. This one is only useful for the rest of the party, though.
Oncoming Storm (PHB2) - This is another feat that's hard to use baseline, but useful once you start stacking extra keywords, such as through the Devoted Orator paragon path from DP. You'll probably need a lightning-typed at-will to rev this up, and Divine Bolts or Vanguard's Lightning can do that.
Reaper's Touch (D372) - This is doubly weird. It's a feat from the shadar-kai article that doesn't require you to be a shadar-kai, and it turns Avenging Light into a melee basic attack. I can't figure out any use for it, though, but it's another combo piece laying around.
Resonating Covenant (PHB2) - An occasional +1 to hit isn't bad.
Seeking Power (D382) - This is black is missing one target of Divine Bolts or Hand of Radiance (or a similar multitarget attack power) refreshes this. This is red otherwise.
Superior Implement Proficiency (PHB3) - A must-take. An accurate staff is the most optimal choice; a quickbeam staff or a defiant rod is an acceptable substitute.
Toughness (PHB) - Always useful, especially to int-based invokers.
Vicious Advantage (PHB3) - This is somewhat interesting, if you have the slowing/immobilizing powers to make use of it. (Power of Earth-enhanced Visions of Blood is one way.)
Vistani Heritage (D380) - Used carefully, this is an off-action immobilization power, which is rather nice. As for the rest of the feats, Covenant Eye, Maledictor's Eye, Persistant Eye, and Vistani Foresight are all worth considering.
Weapon Focus (staff) (PHB) - If your GM allows Weapon Focus to work on implement powers, then there's little reason not to take this feat (and little reason to ever take the type-based feats that add feat bonuses to damage). The best control is death. You may want to retrain this at paragon, when you can take Invoker's Blaze instead, depending on your power choices. (If this isn't available, the lightning/thunder feat Raging Storm is the only one of the element-based damage feats worth taking, and then only in con-based builds. All of the others are useless elements or impractical stat requirements.)




Divine-covenant-specific feats

A number of racial feats are covenent-specific, but they are dealt with under the race section below.


Baleful Malediction (DP) - Covenant of Malediction only. This isn't as good as it looks. Most of the risky malediction powers worth taking already make it very difficult for enemies to retaliate if you hit. If you miss, this feat does nothing.
Demonbane Malediction (DP) - Covenant of Malediction only. Far too situational. This might be black if you fight a lot of elementals and demons, but even then probably not.

Advantageous Rebuke (D378) - Covenant of Preservation only. This will happen every fight and it's a nice little boost.
Deadly Rebuke (DP) - Covenant of Preservation only. Once a fight, do +int damage.
Insightful Preservation (PHB2) - Covenant of Preservation only. This is the right boost under the right circumstances. It's just not much of a boost, so retrain out of this by paragon if you take it.

Armor of Burning Wrath (DP) - Covenant of Wrath only. Too situational and uncontrollable. The two builds that want this (stunlockers, radiant-based nova-enablers) want reliable ways to set up their schticks, and this doesn't cut it.
Scouring Wrath (PHB2) - Covenant of Wrath only. Nova-enablers need to be reliable and controllable. This is neither.




Other channel divinity feats

This only includes the highlights of the god- and domain-specific channel divinity feats. An exhaustive list is in the guide to choosing a deity.


These are strongest for wrathvokers, who don't actually want to use their innate channel if they can avoid it. Presevokers and malvokers generally have opportunities to use their innate Channel Divinity every fight.


Demonbane and Devilbane (both DP) - Invokers get a swanky anti-undead divinity power, and immortal and elemental are both fairly common keywords. Be careful though: devas and shardminds are immortal and genasi are elemental.
Divine Rage (D368) - A simple, effective, reliable get-out-of-my-face trick.


Glittergold's Gambit (FRPG) - Must worship Garl Glittergold. Rerolling attacks as an interrupt is very nice.
Storm Sacrifice (DP) - Storm domain only. A nice boost on two attacks, and it only gets better the more party members you have who can toss in a thunder/lightning power.
Sudden Strife (DP) - Strife domain only. Charm. You can make this stick with difficult terrain or debuffs, or just use it to disrupt positioning.
Solar Enemy (DP) - Sun domain only. Even nerfed, even with its short range, it's still a staple of radiant builds, and for good reason.
Path of War (DP) - War domain only. Be careful that everyone in the area actually wants this, but everyone with significant range will love you.
Grasp of the Wild (DP) - Wilderness domain only. A controller channel? And it's actually good! Combine this with other effects (particularly dazing or slowing) to turn soft control into hard control.




Race-specific feats

Fickle Servant (DP) - Changeling/doppelganger required. This is a combo piece for unusual builds, and is useless on its own. While changelings make lousy invokers, this lets you mix and match religion/god/domain-specific options. In particular, this is the only way to take evil-god-specific options as an invoker.

Astral Preservation (DP) - Deva required, Covenant of Preservation only. A short-ranged situational-activation, situational-benefit effect isn't worth a feat.
Battle Intuition (D374) - Deva required. Devas win initiative, and initiative means amazing AOE opportunities. It's just a shame that this doesn't stack well with Improved Initiative.
Radiant Power (PHB2) - Deva required. This might be black if there's a non-radiant power you must have and your GM rules that this adds the radiant keyword to the attack. Even under those rarified circumstances, I dunno.


Covenant of Io (PHR Dragonborn) - Dragonborn only. Too weird. This is a bizarre combo piece, not a feat you'd want to use on its own. It turns dragon breath into a divine attack power, and turns Vanguard's Lightning or Grasping Shards into a close blast 3. It always seems that dragonborn are the Chosen People for the sort of players who build wack-ass blue combo decks in M:TG. For now, as far as I can tell there's no combo pieces that fit together to turn this into the key to a build you'd want to play. (Possibly Divine Orator?) Time will tell.


Dodge Giants (PHB) - Dwarf required. This comes into its own at higher levels, when nearly everything is large and you don't qualify for armor specialization feats anyway.
Wrath of Ages Past (DP) - Dwarf required, Covenant of Wrath only. It's a nice boost to a power you're generally trying to avoid using.


Elven Precision (PHB) - Elf required. It's so weird to say that elves do a con-based schtick well, but this is important for nova turns, and that's when you're most likely to use Elven Accuracy.
Wild Elf Luck (FRPG) - Elf required. More powerful than Elven Precision, but less reliable. They stack, if you really want to hit on that turn, but most people aren't going to want both.


Covenant Shifting (D378) - Githzerai required. It's not hard to spend a great deal of time forcing movement, especially in a Mark of Storm build. Note that this also works on forced movement on allies, as with Divine Call.
Mirvath's First Strike (PHB3) - Githzerai required. This is rated assuming it work on each character who hasn't acted, making it quite a lot of damage if optimize initiative and drop an AOE early on. If it only increases damage on the first creature you hit, it's black-quality filler at best.


Markings of the Victor (PHB2) - Goliath required. Your first attack is more likely to be an AOE than most classes, but rerolls are still nice.
Wrath of the Mountain King (DP) - Goliath required, Covenant of Wrath only. Goliaths get Overbearing Retribution at heroic, and that's pretty cool.


Group Insight (PHB) - Half-elf required. I'm a big fan of skill feats, but you're likely to be the highest Perception in the party and you will tend to have the greatest need for initiative.
Invoke Teamwork (DP) - Half-elf required. This is a +1 to defenses with enough uptime to justify the feat. That it's a power bonus means that it won't be too useful in some parties, though.
Religious Dabbler (DP) - Half-elf required. There's no divine at-will that's so amazing that you'd want to poach it once a day.


Action Surge (PHB) - Human required. This is why you're a human. This has lovely synergy with paragon path action point powers that trigger on a hit, such as that of Flame of Hope.
Divine Approval (DP) - Human required. Cleaning save-ends effects off of yourself with an off-action is handy, especially for wrathvokers, who can do it right after taking the hit that applied the save-ends effect.
Human Perseverance (PHB) - Human required. More relevant at high-heroic and paragon where everything starts applying save-ends effects.
Stubborn Survivor (FRPG) - Human only. A situationally-better version of Human Perseverance. I prefer Perseverance at heroic, but once I pick up Action Recovery I retrain to this.


Dual Mind Strength (D385) - Kalashtar required. Invokers have some decent psychic powers at heroic, so if you're a kalashtar malvoker, this makes for a decent filler feat. The last good psychic power that does damage is at level 13, however, so this will eventually be retrained.
Group Mindlink (EPG) - Kalashtar only. I know it has zero combat effect, but untappable silent communication is just so incredibly useful.


Vigilant Recovery (D385) - Minotaur only. This is a variant Uncanny Dodge, but it only works on enemies you hit. It's interesting for any minotaur invoker who uses the self-dazing malediction-style powers, but if you're using those powers, the whole point is to keep the enemies you hit from punishing you anyway. At paragon, retrain this to Uncanny Dodge, to protect you from the enemies you miss.


Dreadful Doom (D380) - Revenant with Covenant of Malediction only. Adding the ability to push with cold and necrotic powers in addition to fear powers wouldn't be a good feat even if you didn't have to be a terrible race.


Liberating Shard Swarm - Shardmind required. It's always nice to pick up off-action save-ends cleaners.
Psychic Focus (PHB3) - Shardmind required. As with Dual Mind Strength, invokers have some decent psychic powers at heroic, so this makes for a decent filler feat. The last good psychic power that does damage is at level 13, however, so this will eventually be retrained.


Ferocious Rebuke (PHB) - Tiefling required. A little bit of extra control once a fight is nice when it works. It just doesn't come up too often.
Hellfire Blood (PHB) - Tiefling required. Invokers can pick up enough fear powers to justify this, and the occasional fire power here and there. Resist the temptation to get a flaming staff for this; it's awfully expensive, and takes up your implement's special quality.
Infernal Malediction (DP) - Tiefling required. This lets you cheat on your fire/fear feats for one power per fight; whether that's worth a feat depends on your build. In particular, a tiefling stunlocker could use this to apply Skull Mask/Talisman of Terror to every daily attack.
Scion of the Gods (FRPG) - Tiefling only. Mildly interesting at heroic, if you have the feat to spare. Retrain this to Paragon Defenses at paragon, of course.
Rites of Spirits' Blood (PP) Tiefling only, primal multiclass required. If you're already in a primal multiclass for some reason, might as well pick up a couple conditional bonuses to hit.


Cleanse the Madness (PHB3) - Shardmind or wilden required. This is a fairly large amount of untyped extra damage, so take it if you fight enough aberrant creatures to justify it.




Multiclass feats

Nightmare Killer (D379) - Assassin multiclass. Extra damage on fear-keyword powers is nice for a malvoker who goes out of the way to take such powers. Plus, Visions of Blood has the fear keyword. Retrain this to Weapon Focus at paragon, of course.
Nightmare Step (D379) - Assassin multiclass. A slide on a miss is also handy, since malvokers tend to be attacking from short range and missed enemies generally aren't debuffed enemies.
Wary Fighter (D378) - Fighter multiclass. I'm not saying you should multiclass to fighter just to get this feat, but if you're in fighter for some other reason using wisdom for initiative is pretty sweet.
Starfire Womb (D366) - Warlock multiclass. Not worth multiclassing warlock for on its own, but basically an extra save roll every turn isn't bad at all.

Ambush Tactics (MP2) - Any martial multiclass required. If you're in a martial multiclass and the initiative to support this (possibly from Wary Fighter?) it's a bit of extra damage.
Draw First Blood (MP2) - Any martial multiclass required. This is interesting with Power of Skill and Divine Bolts, but I wouldn't take it to use with just Sun Strike or Avenging Light.
Redoubled Efforts (MP2) - Any martial multiclass required. This is interesting as a nova tool for anyone who can Second Wind as an off action and has lots of spare healing surges. For example, dwarf invokers.


Multiclass qualifier feats

At least one multiclass choice is listed for each class, in the event that you have some terribly clever combo that requires a (for example) fighter-only feat. Non-class-based multiclass feats are only listed if you'd actually want to take them for some reason.


The color ratings here are all out of whack. I need to redo them.


Student of Artifice (EPG) - Artificer. The best healing multiclass around, if a healing power is all you want. Arcana is useful but you can normally take it anyway. There's not much for artificer options that you'd want, though.

Shadow Initiate (D382) - Assassin. Like Student of Malediction, if you're going to up a dump stat to get an extra shot of damage you're probably better off choosing Warrior of the Wild. However, assassins have a few interesting goodies for a multiclassing invoker, particularly one who focuses on fear abilities.

Hero of Faith (DP) - Avenger. Oath of Emnity is useless to you, and the skill list is all redundant or based on dump stats. There's little in the way of Avenger-only options you'd want.

Berserker's Fury (PHB2) - Barbarian. Nature and Perception are great skills, +2 to damage for an entire fight is useful, and the prereqs, while annoying, are exactly the same as Armor Proficiency (scale). You won't want to follow any barbarian paragon paths or take any of their powers, but Berserker's Fury provides a fairly large benefit on its own.

Bardic Dilettante (PHB2) - Bard. Dungeoneering, Nature, and Perception are all nice, and Majestic Word is a controllery healing power. The prereq is a bit annoying, though, and there's little in the way of bard-only options you'd want.

Divine Healer (DP) - Cleric. You'll get more healing out of Initiate of the Faith, but if you want an additional trained skill this is also an option if you want to poach cleric goodies.
Initiate of the Faith (PHB) - Cleric. Clerics get some of the best invoker paragon paths in the game, and a little extra healing never hurt.

Initiate of the Old Faith (PHB2) - Druid. Nature is useful, and the at-will powers are based on your primary stat and use your implement. They aren't anything special (Swarming Locusts is probably your best bet, or Grasping Claws if you don't like fiddling with the hard-to-use AOE), so you're mainly here for druid-only options.

Student of the Sword (PHB) and Battle Awareness (MP) - Fighter. Terrible skill list, completely inapplicable powers and paragon paths, and an ability you'll never use. I can't imagine any build that would benefit from either of these feats, save in that you've multiclassed fighter for some prerequisite.

Soldier of Virtue (DP) - Paladin. Redundant skill list and completely inapplicable powers and paragon paths. One shot of Virtue's Touch is more likely to be useful to you than one shot of divine challenge.

Warrior of the Wild (PHB) - Ranger. Nature is a nice Knowledge skill you don't normally have, and one dose of Hunter's Quarry isn't a total loss.

Sneak of Shadows (PHB) - Rogue. Thievery isn't bad, but you probably don't have the dex to back it. Sneak Attack, rogue powers, and rogue paragon paths are almost certainly useful to you.

Spirit Talker (PHB2) - Shaman. Someone who's cleverer or more fond of the spirit companion than I am can probably find some sort of strategic use of this multiclass feat, but I've never found one. Nature's fine, and I'm sure there's some shaman paragon paths or feats or something that synergize with invokers.

Arcane Prodigy (PHB) - Sorcerer. Inferior to Warrior of the Wild if you want an extra skill and one-shot damage. There are sorcerer options you'd actually want, though.

Blade Initiate (FRPG) - Swordmage. Assuming you're not some sort of genius that has some unimaginably awesome use for swordbond, a short AC boost is better than nothing. Arcana's nice but you can get it normally. Swordmages don't have much you'd want.

Defender of the Wild (PHB2) - Warden. Dungeoneering, Nature, and Perception are useful. Few builds will want this instead of Berserker's Fury, though, especially since the prereqs are essentially the same.

Pact Initiate (PHB) - Warlock. You're here to qualify for warlock-only options that require a pact boon. The skill list is mostly redundant or based on dump stats, and none of the warlock at-will powers are so amazing that you'd spend a feat to get one shot of them.
Student of Malediction (AP) - Warlock. If you're going to raise a dump stat to get one shot of extra damage, you might as well take Warrior of the Wild and get another skill and some initiative out of it. That said, if you don't need a warlock pact for a prereq, this is the better of the two warlock multiclass feats.

Student of Battle (PHB) - Warlord. This is strictly inferior to cleric multiclass, since the skill list is redundant or based on dump stats, the prereq is annoying, and there's very little in the way of warlord options you'd actually want.

Arcane Initiate (PHB) - Wizard. For int-based invokers, a once-a-fight shot of Thunderwave is a decent use of a feat, and this opens up some nice wizard paragon paths. However, this feat doesn't allow you to use feats that apply only to arcane powers or wizard powers to your invoker powers, so don't expect to be able to pillage the wizard handbook indiscriminately.


Paragon-level Powers


What elements of power we wield! Truth unmixed with error, flashing as God's own lightning in its brightness, resistless if properly wielded, as that living flame! - T. M. Eddy, reported in Josiah Hotchkiss Gilbert, Dictionary of Burning Words of Brilliant Writers (1895), p. 455.


A general summary of paragon-level build strategies will go here.


Level 13 encounter powers


Wrathvokers are using Deadly Doubt, which does double duty as a nova enabler and a catalyst for Malediction of Rigidity. Everyone else is choosing between a long-ranged ally-friendly AOE in Winds of Celestia or a more-accurate short-ranged non-ally-friendly AOE in Brilliant Revelation.


You're probably dropping your level 1 encounter power, unless you're a wrathvoker. If you're a wrathvokers, you're probably dropping whatever you took at level 3, since Lightning's Revelation is still good.


Level 13 encounter powers

Compel Attention (PHB2) - Psychic, targets will. Daze a dude. It's accurate and the damage is passable but meh. The skill-based extras are baffling.
Pillar of Guardian Flame (PHB2) - Fire, targets ref. Well, it's good damage, and the conditional punishment isn't hard to trigger. I'd just hope to get more control out of encounter powers.
Seal of the Heretic (PHB2) - Targets will. Multiple targets, accurate, and passable damage. The only caveat is that it needs to come after a daily with save-ends effects or it isn't inflicting any meaningful debuff.
Winds of Celestia (PHB2) - Targets fort. An ally-friendly, good-damage, long-ranged AOE with a debuff is lovely for everyone. While this is nice for everyone, presevokers are almost guaranteed to waste the turn of anyone hit who doesn't have reach.
Brilliant Revelation (DP) - Psychic, targets will. Dazed and slowed with a punishment from attackers is lovely, and, while the malvoker kicker is nice, anyone can make use of this.
Deadly Doubt (DP) - Psychic, targets will. This is another wrathvoker-only nova-enabler, this time much easier to use than Rain of Blood. If you can set up the AOE area without any allies, however, following this up with Malediction of Rigidity is even more effective. As, for non-wrathvokers, this is black. It still combines well with Rigidity, but that's all it does, and other powers are just plain easier to use.
Earthen Reversal (DP) - Targets fort. It's Winds of Celestia with a slightly-larger area and slightly different bonuses and absolutely abysmal damage. It's not a good trade.
Thunderous Rebuke (DP) - Thunder, targets fort. It's an off-action attack, which is nice, but it's a non-ally-friendly AOE triggered attack, which is less nice. I can see this just hitting one enemy or going to waste a significant amount of the time, and that's not worth it.
Word of Blindness (DP) - Radiant, targets will. Blinding enemies is nice, but this gives away your position and doesn't let you move after using it, which is less nice and prevents you from using this as a melee escape. This is red for non-malvokers, who are risking life and limb by using this.
Stormclaw (D383) - Lightning, targets fort. This targets fort to slide one dude. Wasn't this rated red twelve levels ago?


Level 15 daily powers


Level 15 is an unexciting level for dailies. Three Beacons of Twilight, an usual battlefield-reorganization ability (but a horrible action suck), and Vile Plague from Dragon #380, an absolutely huge save-ends daze/slow AOE (with lousy damage), are the only standouts. You may just want to go back and get whichever one of Fourfold Invocation of Doom and Malediction of Rigidity that you didn't take at level 9. If you don't do that, Wall of Blades and Shadowdark Invocation are passable powers of a sort invokers don't usually get, and God Hammer and Storm of Punishment are functional but not terribly remarkable.


You're probably dropping your level 1 daily, although if you took Silent Malediction at level 1 and Searing Orb at level 5 you're probably better off dropping Searing Orb. This is an excellent level to consider a power-swap feat.


Level 15 daily powers

God Hammer (PHB2) - Thunder, targets ref. And stay down! This knocks everyone in the area down, and keeps anyone in the area knocked down. This is a surprisingly hard-to-escape sand pit.
Mark of Anathema (PHB2) - Radiant, targets fort. Set a single dude on fire. Next.
Three Beacons of Twilight (PHB2) - Radiant, targets ref. An accurate, high-damage, ally-friendly chessmaster power. If you want to reshape the battlefield, here you go.
Wall of Blades (PHB2) - Radiant, targets ref. A murder-pinball-compatible wall that you can turn into a decent damage-only at-will power.
Deific Imprecation (DP) - Targets fort. Much cooler than it is effective. Setting yourself on fire for the ability to zap minions is cool, but not especially effective.
Dire Banishment (DP) - Necrotic, targets will. This is your first banish ability, but normally you can get save-ends lol-you-don't-fight abilities in AOE flavors, and those hit multiple targets and don't damage you.
Shadowdark Invocation (DP) - Cold, targets fort. It's invoker Stinking Cloud! Sort of. It's a movable damage zone and invokers don't get many of those. The damage doesn't scale, it doesn't allow murder pinball, and it moves slowly, but on the other hand it slides around the victims and has a large area.
Storm of Punishment (DP) - Thunder/lightning, targets fort. This is Searing Orb with more damage.
Vile Plague (D380) - Necrotic/poison, targets fort. That's a big burst of save-ends daze, slow, and poor damage, and enemies will need to spread out or they'll burn each other up even more. Just be careful of catching allies in the huge burst.
Eye of Dawn (D381) - Radiant, targets fort. Except for targeting fort, this is a neat little package with everything in the right place. It's a long-ranged ally-friendly AOE with a nice damage type, nice damage, and a rearrange-the-battlefield ability. This isn't earthshaking but it fills the niche.


Level 16 utility powers


There are lots of nice utility powers at level 16, and many of them would be pushing sky blue at other levels if it weren't for the competition. Int-based invokers will almost certainly want Pennant of Heaven's Armies. Walls of Hestavar are an amazing battlefield-shaping ability, and Word of Refuge and Confounding Utterance are great defensive abilities, especially for short-ranged focused invokers. Of the two, Confounding Utterance is better for invokers who use self-dazing powers, and Word of Refuge is better for everyone else, since you cannot use Word of Refuge when already dazed.


Level 16 utility powers

Covenant of Life (PHB2) - Daily. Anyone in the party can burn a surge and an action to give the target a second wind. Since the healing target can't change from round to round, this is only useful in games with MMO-style aggro focused on the defender.
Icon of Life (PHB2) - Daily. How much time do people spend dying? If that's a major problem for your group, you need more serious help than this iffy utility.
Shield of Justice (PHB2) - Encounter. Force a miss and call out the attacker to get jumped. It's not the most potent defensive encounter utility, but the offense-oriented followup makes it a bit more useful.
Walk Between Worlds (PHB2) - Daily. Massively useful outside combat. Walking through walls for up to five minutes has tons of uses.
Confounding Utterance (DP) - Daily. Encounter-long rerolls on melee attacks against you. This is a staple for wrathvokers and malvokers, who will spend plenty of time near melee, often dazed.
Pennant of Heaven's Armies (DP) - Daily. The errata has shifted it to int and dropped the defense boost, but +int to damage for the whole party for a whole fight is still amazing. If you have an int-based invoker, you're taking this.
Serene Visage (DP) - Encounter. You can probably come up with a more-versatile repositioning feat, but I find that this is somewhat underrated. It's just hard to fit into any build.
Walls of Hestavar (DP) - Daily. Do-it-yourself minor-action masonry. Walls are extremely useful tools for controlling the battlefield.
Word of Refuge (DP) - Encounter. A reliable, encounter-based escape power, but self-dazing kind of sucks. It's still worth it.
Vengeful Dead (D380) - Daily. This is terribly entertaining when you get to use it, but if you're using this power at all your group has serious issues.
Guidance of Heavenly Hands (D381) - Encounter. This turns a forced move on an ally into a versatile teleport. It'll always be up when you need it, but how often do you care?
Blessing of the Storm Father (D383) - Daily, save-ends. This is two decent powers glued together to make one good power.


Level 17 encounter powers


Glyph of Radiance is the winner here; targeting will to blind makes up for the smallish non-ally-friendly AOE. Curse of Haemnathuun is popular but overrated; it's inaccurate and hard to use, and I don't recommend it. Astral Dust is a must for radiant-vulnerability builds and isn't anything special for other builds, but it overshadows a whole series of similar, mediocre powers.


Most invokers are simply dropping their level 3 powers at this point, since none of the level 3 powers are remarkable enough to use despite their low damage. Nova-enabling wrathvokers, however, are going to have to either sacrifice one of the three nova-enabling encounter powers (Lightning's Revelation, Rain of Blood, and Deadly Doubt) or skip taking a power this level.


Level 17 encounter powers

Blood Debt (PHB2) - Radiant, targets will. Single-target and the buff is so weirdly timed that it may not even help anyone, depending on initiative.
Curse of Haemnathuun (PHB2) - Targets fort. Curse of Haemumble! Large non-ally-friendly close-ranged AOEs are hard to use. Compare this to Brilliant Revelation from level 13 or to Glyph of Radiance, which is easier to use and more accurate.
Glyph of Radiance (PHB2) - Radiant, targets will. Blinding is powerful, and this is nice and accurate.
Glyph of Three Blades (PHB2) - Targets ref. Non-ally-friendly conditional-punishment powers are nearly impossible to actually use effectively. This is only good if you win initiative, and if you win initiative and the enemies are tightly grouped you probably have a more-devastating daily to use.
Astral Dust (DP) - Fire/radiant, targets ref. It's a large-ally-friendly AOE, but don't expect the defense penalty to count for much, depending on how initiative lines up. For Radiant Mafia builds, however, this double-dips radiant vulnerability.
Chainfire (DP) - Fire, targets ref. It's an ally-friendly AOE...and nothing else. The damage isn't even anything special. I guess if you already took Winds of Celestia and really want another ally-friendly AOE, this might be worth a pick.
Daunting Blasphemy (DP) - Necrotic, targets fort. Astral Dust has superior accuracy, a better damage type, and a better debuff. Who would want this garbage?
Sound of the Golden Clarion (DP) - Thunder, targets fort. Likewise, this is Just Plain Worse than Curse of Haemnathuun. Deafening is a really lame debuff.
Word of Pain (DP) - Psychic, targets will. Weakening isn't a bad debuff, but this is dangerous to try and use, since it's not ally-friendly and it dazes you. Again, Astral Dust looms large.


Level 19 daily power


This is another unexciting level for dailies, but it's not as bad as level 15. Summon Angel of Light is an all-round amazing summon, Forced Submission is save-ends single-target dominate (with a save penalty for malvokers), and Tomb of Magrym is a very odd AOE banish that works well on controllers and lurkers.


At this point, you could be dropping anything, particularly the level 5 or level 15 dailies, but you may even skip this level, since nothing here is absolutely indispensable. This is a good level to consider a power-swap feat.


Level 19 daily powers

Astral Tempest (PHB2) - Targets fort. The damage is striker-worthy, but the debuff is ho-hum, the accuracy isn't anything special, and this isn't ally-friendly.
Malediction of Gartak (PHB2) - Targets will. Waste one guy's turn. Woo.
Summon Angel of Light (PHB2) - Radiant, summon, targets ref. Blade Angel gets an upgrade, this time adding automatic marks, greater accuracy, and a basic attack that limits LOS.
Tomb of Magrym (PHB2) - Targets ref. It's a banishment effect that doubles as a sizable wall. It's good all the way to epic levels against foes with poor melee attacks, but even level 19 brutes and soldiers are breaking out in two or three turns.
Forced Submission (DP) - Psychic/charm, targets will. Hey, it's domination! With a save penalty for malvokers! And it's reliable! This is how to make a single-target daily worth using.
Mark of Forbearance (DP) - Radiant, targets will. And this is not. This doesn't impede the target at all until your allies are bloodied, at which point the damage has been done.
Thunderous Shout (DP) - Thunder, targets fort. There is nothing good about this power. It's 100% worse than Astral Tempest, and it even compares poorly to Winds of Celestia, an encounter power you got six levels ago.
Wrath of the Fallen God (DP) - Psychic, targets fort. It's not ally friendly and you can't sustain the zone. The only nice thing about this is that you get a turn of slowing and -2 to hit no matter what, but that's not terribly exciting.



Paragon Paths


I must travel roads that will be dark and dangerous before the end of my long journey. - Raistlin, in Dragons of Autumn Twilight


Paragon paths define a build. While you can get away with simply picking all of the best powers throughout heroic, by paragon you need to have decided on a proper build strategy. A paragon path is a key part of that build strategy.


Keeper of the Nine, Adept of Whispers, Devoted Orator, and Flame of Hope are silly awesome. If you can use Forgotten Realms god-specific material, go with Morninglord. If you can use Eberron god-specific material, Traveler's Harlequin is a dumpster-diver's delight. Divine Oracle and Radiant Servant are both worth multiclassing for. This is insufficient but it's a start.


General invoker paragon paths

Adept of Whispers (DP) - If you don't mind dazing yourself, you can crit on a 19-20 and force a -2 to saving throws. For rewards on that level, you generally won't mind dazing yourself. The action point ability is rather nice, too.
Angelic Aspect (PHB2) - Conditional AC boosts aren't all bad for any build that focuses on short-ranged effects and auras, but generally you want your paragon path to augment your main strategy, not just shore up your defenses. To add insult to injury, Coldfire Pillar is godawful.
Arbiter of Forgotten Justice (D381) - Radiant Servant without the need to multiclass. The powers are awful, though, so you may want to multiclass anyway.
Blightspeaker (PHB2) - It's a paragon path specializing in necrotic damage. Nothing about this path is good.
Crimson Arbiter (DP) - This path's powers and abilities don't come together into a coherent whole. Maybe a crit-focused epic build could get some use out of Just Presence.
Devoted Orator (DP) - Another paragon path that gives int-based invokers a taste of a wrathvoker speciality: short-ranged AOE damage. However, it also adds a typically int-based subspecialty of shuffling enemies around. Battlefield control and respectable AOE damage (plus the addition of thunder-based feat support) are two great tastes that go great together. Lesp wrote a miniguide to this paragon path, check it out.
Divine Hand (DP) - Really terrible features, pretty rocking powers. Loot the powers with something like Traveler's Harlequin.
Divine Philosopher (DP) - You get to be a rockstar...sometimes. If you have all of the applicable skills and some sort of skill boosts to make them work, you get a bunch of random bonuses and the ability take an extra turn out of sequence every fight. It takes a very specific build to make this work, but a free out-of-sequence standard action is a big incentive.
Flame of Hope (PHB2) - This leader-lite, int-focused paragon path gives int-based invokers a taste of a wrathvoker's group nova specialty, because of Inspiring Attack Action. Beyond that, there's lots of fun little leader-lite tools, like a blinding interrupt and a minion-popping autodamage AOE attached to your second wind. The only weak spot is the encounter power, but that's what Reserve Maneuver is for.
Hammer of Vengeance (PHB2) - You're here for the saving-throw-penalty aura. Thundering Summons is nice to have and there are a few ways to abuse Penance but basically you're here to get a nearly-always-on -2 to saving throws and that's just fine.
Keeper of the Nine (DP) - If you can't decide what you want to do, pick Keeper of the Nine. You get battlefield control (including generating tons of difficult terrain), you get nova-enabling, you get bigger AOEs, and you get an absolutely amazingly awesome level 20 daily. This is just invoker+.
Speaker of the Word (DP) - The baseline black-quality PP. Nothing about this class is useless (except maybe the skill boosts), but none of it comes together into a cohesive whole or has any synergy with anything.
Stonecaller (DP) - This is another path that doesn't really come together. Black Obelisk of Doom is fine but Keeper of the Nine gets better, and the rest of the class is a salad of thematically-related powers that don't come together into any sort of strategy.
Theurge of the Compact (DP) - Covenant of Wrath only. It's a trap! Doubling your wrathvoker bonus damage isn't worth it when you're switching to the worst damage type in the game.
Zealous Demagogue (D377) - More of a leader path. Save-ends dominate with a save penalty is nice, but a second dose of Forced Submission isn't worth taking a whole paragon path.

Vessel of Ichor (DP) - Covenant of Wrath only. This is another trap. You are too squishy to try and stay bloodied to get this class's benefits, and even if you weren't squishy the benefits aren't worth it.
Vistani Execrator (D380) - Covenant of Malediction or arcane multiclass required. Isolating Curse is interesting and the AP ability is nifty. Overall this path isn't remarkably good or bad.




Religion-specific paths

Morninglord (FRPG) - Must worship Amaunator. Vulnerability 10 radiant. On every radiant attack you do. This is the don of the Radiant Mafia. A couple of the features don't work quite as well for you as they do for other classes, but oh well, Unflagging Energy and Burning Radiance are worth the price of admission and Pure Glow is a nice little extra bonus.
Exorcist of the Silver Flame (EPG) - Must worship the Silver Flame. Bolstered By Flame isn't going to come up a lot, but the rest of the class is all good stuff. There's just nothing to push it over the top, unless you're playing in a Radiant Mafia party (in which case it is blue, on the strength of Warding Flame) or fight a lot of fiends/shapechangers/undead (in which case it is sky blue on the strength of Silver Exorcism).
Lightwalker (EPG) - Must worship the Path of Light. This is an unexciting path for the wisdom-based clerics it is intended for. It's not at all appealing to invokers. Soul Reaper (D380) - Must worship the Raven Queen. This path has exactly one cool trick: an encounter-based reroll for an ally. That's not a bad trick, though.

Traveler's Harlequin (D382) - Must worship the Traveler. You need to be from Eberron and you're burning a feat to pick up Bluff somewhere, but you're getting that feat back and removing the single-multiclass rule and getting to poach a level 20 daily from any paragon path or class you want. All of the other class abilities are handy and that the encounter attack power is useful. This path is going to be the centerpiece of quite a few builds. In fact, this path is so cool that it gets its own miniguide to help you choose a level 20 daily power.

Traveler's Harlequin miniguide
Divine Hand (DP) - Psychic/fear, save-ends, targets will. A large ally-friendly AOE that inflicts save-ends prone and dazed, with a sizable save penalty. Plus, no prereqs at all. This is arguably blue if your GM rules that the prone effect is not save-ends.
Divine Philosopher (DP) - Fear, save-ends, targets will. The whole of this paragon path writ small. If you have the intelligence and the skills to back this up, it's a nice little control effect and nova enabler. If.
Keeper of the Nine (DP) - Thunder, conjuration, save-ends, targets will. It's a damaging, zone that save-ends stuns everyone in it, then keeps refreshing save-ends daze. It's like tossing enemies into a black hole. I've skipped a lot of similar black hole zone effects because of the sheer power of this one.

Twilight Guardian (PHB2) - Elf only. Save-ends, targets ref. This is one of the no-weapon/implement powers, which is always annoying, but it's an ally-friendly AOE that makes a self-sustaining zone of restraining (save-ends) plants.
Rrathmal (D378) - Githzerai only. Psychic, save-ends, targets will. Another one of those annoying no-weapon/implement powers, but it's an ally-friendly AOE that puts up save-ends ongoing damage (sort of; if they don't attack they don't take damage) and creates a sustainable zone where allies can take 10 on attacks

Hellfire Sigil (EPG) - Artificer multiclass. Fire. Give someone (or just yourself) d8+con extra damage on all their attacks for the remainder of the encounter.
Radiant Forcefield (D381) - Artificer multiclass. Radiant. This turns one of your allies into the origin point for an ally-friendly, auto-hitting, low-damage AOE that grants combat advantage on everyone hit. I can't actually see myself using this but I'm sure someone smarter than I am can find a use for it.

Unveiled Visage (PHB2) - Avenger multiclass. Holy symbol implement, radiant, targets reflex. The attack isn't anything special, but this is a polymorph that gives you +2 AC and flight with hover.

Anointed Army (DP) - Cleric multiclass. Holy symbol implement, radiant, targets will. It's a close blast that gives all the allies in it +2 to hit and damage and +4 AC for the rest of the encounter. Oh yeah, and it damages the enemies in the area a little bit.
Breath of the Raven Queen (D380) - Cleric multiclass. Holy symbol implement, cold/necrotic, save-ends, targets fort. A big close blast with save-ends immobilization. Fail once, and it's restraint. Fail again, and it's ongoing necrotic damage.
Messenger of Peace (DP) - Cleric multiclass. Holy symbol implement, targets will. Affected enemies can't attack until attacked. At all. No saves, no nothing.
Truthseeker (DP) - Cleric multiclass. Holy symbol implement, save-ends, targets will. One turn of single-target helplessness, followed by save-ends daze.

Entangling Thorns (PHB2) - Druid multiclass. Staff implement, save-ends, targets reflex. A large AOE save-ends immobilization/ongoing damage, with a damaging aftereffect.
Winter Hailstorm (PHB2) - Druid multiclass. Staff implement, cold, targets fort. A damaging, slowing zone that slowly grows. You can use it for murder pinball, but it doesn't do much damage.
Summon Swamp Behemoth (PP) - Druid multiclass. Staff implement, summoning, targets ref. Instinctive-action summons are quite spiffy, particularly when they are a massive hippo that wanders around and steps on enemies.
Tremors (PP) - Druid multiclass. Staff implement, zone, targets ref. Druidic grease, with a damage roll tacked on.

Glorious Myrmidon (MP2) - Fighter multiclass. Stance. A +2 to-hit, +2 defense stance is useful to any class.

Blizzard Mage (AP) - Sorcerer multiclass, cha-based. Staff implement, cold, targets reflex. This is almost certainly going to miss, but who cares? You get an encounter-long, battlefield-sized aura that does some automatic damage (splatting minions for free) and slides enemies around. This is the ultimate chessmaster ability.

Exhorted Counterattack (MP) - Warlord multiclass. Healing. Note the lack of a need for a melee weapon or the strength stat for this. This gives an ally some surgeless healing and a free double counterattack, with a save-ends daze tacked on. Invokers generally don't stack up a lot of immediate effects, and unlike warlords invokers are more likely to be able to add on save penalties.

Cloudkill (PHB) - Wizard multiclass, int-based. Staff implement, poison, targets fort. The classic movable damage zone, in extra-large size.
Arcane Wayfarer (AP) - Wizard multiclass, int-based. Staff implement, teleportation, targets will. One of the better banishment abilities. Not as good as Keeper of the Nine's 20 daily if you just want to keep something crowd controlled (not least because this is int-based), but it's good for taking something off the map if that's important to you.
Bonded Summoner (AP) - Wizard multiclass, int-based. Staff implement, summoning/teleportation, save-ends, targets ref. This has a spammable save-ends AOE daze, and gets OAs with knockdown on anything it can reach that attacks it or you. Yowza.



Racial paths

Twilight Guardian (PHB2) - Elf only. I'm not a big fan of the no-weapon/implement attacks, but despite that they are good attacks, and Accurate Attack is nifty for big AOEs.
Storvakal (D378) - Githzerai only. Rebalanced Mind, Probability Travel, and Excoriating Strands are all nice, but they fail to come together into a cohesive whole. There's something missing here, and I can't quite put my finger on it.
Adroit Explorer (PHB2) - Human only. Another Rain of Blood or Lightning's Revelation? Yes please. Recycling one of your nova-enabler encounter powers is lovely. This is less great for int-based invokers, since the defensive abilities are less important and the non-con-based encounter powers aren't as good.
Nature's Avatar (PHB3) - Wilden only. This is merely functional, but it has some decent control effects and boosts your healing surges decently.




Multiclass paths

Divine Oracle (PHB) - Cleric multiclass. Great flavor. Foresight is silly awesome for controllers. Terrifying Insight isn't much of a drawback when you use it with self-dazing powers. Good Omens is yet another nova-enabling ability. This is worth multiclassing for.
Radiant Servant (PHB) - Cleric multiclass. 19-20 crits with radiant attacks. The fact that the powers are decent and you get a save penalty on demons and undead are gravy. Compared to Arbiter of Forgotten Justice, this has much nicer powers, but requires multiclassing.

Guardian of the Living Gate (PHB2) - Druid multiclass. Entwining Evocation is interesting, and the 20 Daily is fun. The rest is random leader stuff or rubbish, but if a wrathvoker who's multiclassed in druid for some reason wouldn't go far wrong with this.
Keeper of the Hidden Flame (PHB2) - Druid multiclass. Spark of Fury is quite excellent, Fury of the Hidden Flame works on basically every attack you make on the nearest enemy, rerolling on AP turns is handy, and the powers and conditional shifts are quite decent.
Pack Lord and Primal Summoner (PP) - Druid multiclass. Invokers get enough action-efficient summons to allow an angel summoner build using one of these two paragon paths. While either is viable, I prefer Pack Lords; Pack Lords get a better level 20 power, a personal to-hit/defense boost, and benefit more from more druid summons, while Primal Summoners are more action-efficient and get a big daily-power bonus to summoned creature attacks.

Bonded Summoner (AP) - Wizard multiclass. This is another alternative for a summon-focused invoker, although I feel it's weaker than the druid options. You get a beastly summon from the paragon path and a number of tools to heal summons, but wizard multiclassing has less to offer to an invoker summoner.

Gatekeeper Mystagogue (EPG) - Any primal multiclass. Sky blue if you fight a lot of aberrant creatures. (PHB3 and MM3 are supposed to be based on a psionic/Far Realm incursion, so you may see games like this soon.) Useless otherwise.




Miscellaneous paths

Cannith Mastermaker (EPG) - Mark of Making is an iffy feat and the attack powers are int-based, but this class gets a lot of cool stuff, like dropping +2 to hit on the entire party twice a fight or letting party members use another Fortune Stone. If you're a big fan of leaning leader, you won't go far wrong with Mastermaker.
Lyrandar Wind-Rider (EPG) - If you're a half-elf, this is probably why. (You don't technically need to be a half-elf to take this PP. If your GM lets you take a House Lyrandar PP as a non-terrible race, this is sky blue, which seems apropos.). +1 to hit and +con damage on all your thunder and lightning powers is huge, and all three of the class's powers are lovely despite being based on con.



Paragon-level Feats


To be born thus empty into this modern age, this mixture of good and ill, and yet steer through life on an honest course to the splendors of success — this is a feat reserved for paragons of our kind, a task beyond the nature of the normal man. - Ihara Saikaku


As there are fewer paragon feats than heroic feats, there are fewer must-have feats at paragon. Danger Sense and Paragon Defenses are must-haves. After that, it depends on your build. Resounding Thunder is a must for thunder builds, especially Devoted Orators. This is massively inadequate and needs rewriting.


General feats

Back to the Wall (PHB) - It's +1 typeless AC for standing by a wall. This is rather silly, but it works, as long as there's a wall to stand by. (Most GMs won't let you nickname a party member Wally, though.)
Clinging Radiance (DP) - This thwarts a number of annoying defensive abilities, and should be up most of the time for radiant-focused builds.
Danger Sense (PHB) - Winning initiative is key.
Devastating Critical (PHB) - Many invoker builds have 19-20 or even 18-20 crits at paragon, on top of making many attack rolls due to AOE attacks. If you're interested in more specific math, this is .825 damage per attack roll if you crit on 18-20, .55 if on 19-20, and .275 baseline.
Dragonbane (D378) - Do you fight a lot of dragons? Are you not using any other channel divinities? If yes to both, go crazy.
Expansive Burst (PHB3) - I find enemies granting each other cover comes up quite a bit, especially once AOEs get larger at epic.
Great Fortitude/Iron Will/Lightning Reflexes (PHB) - I prefer Paragon Defenses to pouring three feats down this hole for only double the results, but either way is fine. Iron Will is the least useful of the three, since a wisdom primary is a guarantee of a good will defense.
Invigorating Critical (DP) - This is conditional THP, but it's enough conditional THP to actually matter and crit-focused builds will activate this most fights.
Invoker's Blaze (DP) - Assuming Weapon Focus (staff) isn't allowed, this is absolutely essential, especially in radiant builds or for tiefling invokers. Otherwise, there's little need for this feat save in a Keeper of the Nine build or something.
Invoker's Control (DP) - Most of your dailies will be save-ends, so this will come up decently often. This is sky blue for stunlocking invokers.
Justice Hammer (D381) - You're likely to already have an expanded crit range, from a paragon path or Power of Luck. Don't take this if your only expanded crit ability is Speaker of the Gods, though.
Lightning Arc (PHB) - I'm not especially fond of this, especially since invokers tend to have low-ish base damage from powers. I'd rather have more damage on fewer targets.
Overwhelming Critical (PHB3) - If you're critfishing, might as well add more to it. Just be careful with this (and remember that feat effects are always optional); unless you take the otherwise-lame Grounding Shot feat, being prone is a defense bonus against your ranged and area attacks.
Paragon Defenses (PHB2) - The only excuse to skip this is if you're going with the +2 feats from PHB.
Pervasive Light (DP) - If you're in a Radiant Mafia party, this lets you cheat a bit on taking all radiant powers. (For non-Morninglords in non-radiant-focused parties, this is black if you have some other way of inflicting radiant vulnerability and red otherwise.) Note that while this allows you to get the bonus damage from the vulnerability, it doesn't allow Morninglords to refresh the radiant vulnerability with non-radiant powers.
Psychic Lock (PHB) - This is a decent pickup for a malvoker, since there are some decent psychic powers at heroic and low paragon.
Reserve Maneuver (PHB2) - This is for turning a lousy paragon path encounter power into something you'd actually want.
Resounding Thunder (PHB) - This is half the reason to be a thunder/lightning invoker, and it's so good that invokers who just happen to have a few thunder powers might pick this up anyway.
Solid Sound (PHB) - A little conditional boost for thunder-focused invokers.
Speaker of the Gods (PHB2) - This turns your channel divinity into a little nova engine. It's best for malvokers or invokers who have taken a minor-action channel divinity feat (like Solar Enemy), due to the ability to better control when you use your channel.
Uncanny Dodge (PHB) - A staple of malvokers, Adepts of Whispers, and any invoker who likes self-dazing powers, since you grant combat advantage when dazed.

Awaken God Fragment (D382) - This is actually a dozen or so feats in one, depending on your deity, so the ratings differ depending on your deity. The winners are Corellon, Pelor, and the Raven Queen.

Awaken God Fragment miniguide
Avandra - Granting saves is okay. The daily/encounter rider is nicer if you use ally-friendly AOEs.
Bahamut - How fast can you burn through your encounter powers? Probably not fast enough to justify this.
Corellon - A handy escape for a risky or unlucky use of a close burst, particularly a self-dazing one.
Erathis - -2 to hit until EONT against you only is only useful to an invoker who focuses on close bursts, and even then it's not gamebreaking.
Ioun - Two wholly mediocre effects.
Kord - The Corellon fragment inside out, but the skill bonuses are worthless and I'd rather have the escape than the weak push.
Melora - Weak slides, weak save bonuses.
Moradin - A small amount of THP.
Pelor - If this double-dips radiant vulnerability, it's sky blue in Radiant Mafia builds. If it adds the radiant keyword to the attack, it lets you poach one non-radiant encounter/daily power in a radiant build and that's very good. For those, you're going to need to ask your GM. Adding your kicker stat to one juicy AOE is worth it even if you aren't allowed to to those things.
Raven Queen - A significant extra rider on an encounter/daily, especially one that slows or knocks prone.
Sehanine - Like the Corellon fragment, but it doesn't play nicely with self-dazing powers.



Divine-covenant-specific feats

Footsteps of Doom (DP) - Covenant of Malediction only. It's hard to capitalize on this vulnerability, and most likely you're the only one in the party with a significant number of fear attacks.
Forceful Covenant (DP) - Covenant of Malediction only. Doubling the push is nice. Not essential, but nice.

Broadened Manifestation (D378) - Covenant of Preservation only. Doubling up your ally slides is handy.
Preserver's Vengeance (PHB2) - Covenant of Preservation only. This is an often-on damage boost.
Warding Covenant (DP) - Covenant of Preservation only. Didn't you just slide that ally? Just use the slide to prevent flanks.

Focused Wrath (DP) - Covenant of Wrath only. Lame. You don't want to be using Armor of Wrath that much.
Overbearing Retribution (PHB2) - Covenant of Wrath only. If you're not using your channel for something else, this adds some much-needed oomph to Armor of Wrath.




Race-specific feats

Ascendant Lineage (PHB2) - Deva required. This is a silly awesome feat to boost a silly awesome racial.
Dwarven Durability (PHB) - Dwarf required. Wrathvokers and malvokers tend to spend a lot of time near melee and make tempting targets.
Githzerai Mobility (D378) - Githzerai required. This is immunity to opportunity attacks. Nice.
Versatile Master (PHB2) - Half-elf required. This is why you're a half-elf, but, unfortunately, most other at-wills aren't anything special for an invoker. Nonetheless, if you've made a half-elf, doubtless you had an at-will in mind.
Action Recovery (PHB) - Human only. A lifesaver. Save-ends effects start to stack up at paragon, and a second crack at cleaning them off is always helpful.




Multiclass feats

Nightmare Master (D379) - Assassin multiclass. This dazes until the start of the target's next turn, not the end. So this can grant a bit of combat advantage or prevent out-of-turn actions to the rest of the group, but it doesn't hamper enemies on their own turn.
Arbiter of Justice (D382) - Avenger multiclass. Assuming you're in avenger for some reason, +2 damage all the time to bloodied targets is nice.
Expert Sneak (MP2) - Rogue multiclass. Combat advantage is difficult to come by for invokers, and this tacks combat advantage onto nearly every debuff you might inflict.
Arcane Admixture (AP) - Arcane multiclass required. This is an oddball combo piece, but in combination with Power of Arcana, this allows you to add your choice of acid/cold/fire/thunder to Divine Bolts.


Epic-level Powers


And I know an eighteenth charm, and that charm is the greatest of all, and that charm I can tell no man, for a secret that no one knows but you is the most powerful secret there can ever be. - Mr. Wednesday, in American Gods, by Neil Gaiman


A general summary of epic-level build strategies will go here.


Level 22 utility powers


There's a lot of leader stuff at this level. Invoke Heroism is an out-of-sequence standard action for anyone in the party and that's huge. The rest are protect-yourself/an-ally-from-harm powers. If you don't want Invoke Heroism, pick the protection power that suits your tastes.


Level 22 utility powers

Covenant of Vengeance (PHB2) - Daily. This makes you or one ally situationally unattackable, by marking for death anyone who attacks that ally. That's neat, but more defensive than it looks.
Invoke Angelic Form (PHB2) - Daily. This also makes you or one ally situationally unattackable, by giving them hovering flight.
Invoke Heroism (PHB2) - Daily. There are very few ways to get out-of-sequence standard actions without burning someone else's standard action. This is one of those few ways.
Ward of Divine Light (PHB2) - Daily. Two of the four daily powers in PHB2 are situational defensive powers you can cast on anyone, while this is self-only. I can see some builds using this for self-bloodying shenanigans, but I can't see it getting a lot of use for its intended purpose.
Call Angelic Shield (DP) - Daily. Contrast with Covenant of Vengeance or Invoke Angelic Form above. Those are more-useful defensive powers.
Herald of God (DP) - Daily. This is an obvious multiclass candidate for a charisma-based class, but unless you see a lot of skill challenges for these skills I doubt this will be too useful.
Invoke Sight (DP) - Daily. Removing blindness and granting truesight is cute, but far too situational to justify an epic power.


Level 23 encounter powers


This is a terrible level; I wouldn't blame you for sticking with what you have. Epic powers see a big jump in damage at the cost of control effects, but at this point the damage doesn't offset what you lose in control. Storm of Celestia and Fateful Foresight are salvageable, and you might find Word of Bewilderment worth the risk.


At this point, you're unlikely to still have your level 1 or level 3 encounter powers without a good reason. The logical place to drop an encounter power would be level 7 or level 17. Level 13 is full of gems, but the level 7 powers are doing paltry damage and level 17 powers are mostly junk.


Level 23 encounter powers

Cascade of Five Suns (PHB2) - Radiant, targets ref. This is ally-friendly...sort of. If you're willing to risk hitting allies, you're actually more likely to hit the enemies. This has some interesting synergy with the crit-based powers and it's the only radiant encounter power at this level. All that said, it is a damage-only encounter power.
Storm of Celestia (PHB2) - Thunder, targets fort. Good damage and a little bit of chess mastery. Ally-friendly thunder powers are nice at this level because of the feat support.
Vindicating Flames (PHB2) - Fire, targets ref. This is 100% worse than Cascade of Five Suns. What's the point of situational damage if your average damage even including the situational damage is less than a similar, non-situational power?
Word of Rebuke (PHB2) - Targets will. Isn't this more of a wizard thing? This is a well-designed single-target power, but it's a bit out of your idiom. Contrast with Glyph of Radiance; is 10.5 damage worth the downgraded debuff, no AOE, and no keyword?
Fateful Foresight (DP) - Psychic, targets will. An out-of-sequence attack that either negates a ranged attack or significantly debuffs a melee attack. Burning just an encounter power and not an action to negate an action isn't bad at all.
Fetters of Darkness (DP) - Necrotic/teleportation, targets ref. A lukewarm control power. Contrast this with Winds of Celestia or Brilliant Revelation...ten levels ago. Necrotic keyword is a liability.
Final Reproach (DP) - Force, targets will. The damage is pathetic, and dazing enemies after they attack is extremely lame.
Plague of Poison (DP) - Poison/zone, targets fort. This is a decidedly ally-unfriendly damage-only AOE, redeemed only by the fact that it's an awful lot of damage due to the zone damage splashing all over the place. Even so, most builds won't find a place for this.
Word of Bewilderment (DP) - Psychic, targets will. It's an ally-unfriendly close burst, but it's an AOE that stuns. How much you like this is going to depend on how much you like risky plays. The malvoker kicker is a trap: you're going to be stunned in the middle of a pack of enemies with no allies nearby to save you.
Age's Infirmity (D380) - Necrotic, targets fort. The debuffs are okay, but the damage is low, the damage type is bad, and it targets fort.


Level 25 daily powers


Finally, some dailies that you might want instead of just going back to the level 9 list. Eye of the Sun is a movable damage zone that also protects allies, and is probably your best choice. If you don't want that, Invoke the Fallen and Racking Invocation of Pain both offer AOE save-ends incapacitation/ongoing damage, and Anthem of the First Dawn hits every enemy on the battlefield while healing the entire party.


At this point, you're probably dropping a paragon daily, most likely from the junkpile of level 15 dailies. If you're still hanging on to Blade of Vengeance or Summon Blade Angel, feel free to drop it for Eye of the Sun. Hang onto whatever you had from level 9; nothing here obsoletes Fourfold Invocation of Doom or Malediction of Rigidity.


Level 25 daily powers

Anthem of the First Dawn (PHB2) - Radiant/healing, targets will. It's an absolutely huge ally-friendly AOE with fantastic damage and a healing kicker. Since everything else about this power is perfect, I can forgive the lack of an attached debuff.
Invoke the Fallen (PHB2) - Zone, save-ends, targets fort. It's Searing Orb 3.0, this time with added ongoing damage. This is typeless ongoing damage, in case you have some sort of way to abuse that. The zone persists at no cost, and is nice if your party has a weapon cleric or a paladin but is otherwise hard to exploit. Contrast with Racking Invocation of Pain.
Racking Invocation of Pain (PHB2) - Save-ends, targets fort. Misspelled power go! It's another ally-unfriendly AOE with an incapacitating save-ends debuff and an ongoing effect that results in extra damage. The choice between this and Invoke the Fallen is going to depend on the composition of your party.
Rain of Colorless Fire (PHB2) - Fire/zone, targets ref. I really want to like this, but you can't move the zone and it does damage at the beginning of your turn. That makes it a really weak conditional power, not a proper damaging zone. If you can trap enemies in the zone somehow, it's rather a lot of damage, but that's probably more work than it's worth.
Despised of the Gods (DP) - Save-ends, targets fort. You can get this in AOE form with Racking Invocation of Pain.
Eye of the Sun (DP) - Radiant/conjuration, targets ref. Off-action damage, how I love you. Plus, it's an actual damage roll, so you get your implement bonuses and other miscellaneous damage boosts, and it's radiant, so any radiant vulnerability you're throwing around adds to the damage. While you're mostly casting this for the automatic damage, the standard attack may be worth using if an ally is hard-pressed and needs a breather. (It is a little weird to be getting so excited about a power the wizard got 24 levels ago, though.)
Shackles of the Chained God (DP) - Force, save-ends, targets fort. Not as cool as it looks on paper. This locks down and fries one enemy, but Invoke the Fallen is almost certainly going to cause more damage and prevent more damage.
Trumpet the Eight Dooms (DP) - Thunder, save-ends (sometimes), targets fort. Far too unreliable. Most of the time, you get a push and some ongoing damage, and that's nothing special.
Word of Cessation (DP) - Psychic, save-ends, targets will. The debuff is nothing special, and single-target dailies need to be a lot better than this. Do not let "8d6 damage" fool you into thinking this does a lot of damage. By this level, it does the same amount of damage as a power that hits two targets for 2d6+mods...like Knives to the Soul, an encounter power from 24 levels ago.
Penance of Amoth (D381) - Radiant, save-ends, targets fort. Think of this as a single-target ongoing damage power where the ongoing damage is optional, and the low rating will make sense. It can do a lot of damage and gets to multidip radiant vulnerability, but most builds expect more out of their high-level dailies.


Level 27 encounter powers


Take Compel Action. There are other powers, sure, but none of them are Compel Action. At this point, you're dropping whatever; Compel Action is the best encounter power in the game.


Level 27 encounter powers

Invoke Terror (PHB2) - Psychic/fear, targets will. Good damage, good area, good accuracy, and good keywords. You probably won't see the wrathvoker kicker very often, since it's not an ally-friendly AOE.
Offering of Peace (PHB2) - Radiant, no attack roll. You're burning an encounter power and an action to cost the target one action, while doing no damage. It even punishes the rest of the party for attacking the target. This wasn't acceptable in a heroic power, and it's certainly not acceptable now, even if you tack a +2 to all defenses presevoker kicker onto it.
Swarm of Astral Steel (PHB2) - Zone, targets ref. The ally-friendly counterpart to Invoke Terror. This works well when dropped on the melee hairball if you require enemies to leave the zone. Usually, OAs will be more dangerous than 10 damage.
Word of Annihilation (PHB2) - Targets will. The most boring power possible. It's a bunch of damage.
Brand of Fire (DP) - Fire, targets ref. A completely boring non-AOE multitarget power. This isn't significantly better for wrathvokers than other invokers, unless the party is short on melee.
Compel Action (DP) - Charm, targets will. It's AOE domination. If this were AOE ally-friendly stun, it'd be sky blue. Domination is even better than that. Dominating an ally is more or less equivalent to dazing them; you'll want to avoid hitting allies if you can, but it's mostly harmless.
Pall of the Shadowfell (DP) - Cold, targets fort. I can't imagine why you'd use this instead of Brand of Fire.
Word of Death (DP) - Necrotic, targets will. Terrible. The only way that this power could possibly be worse is if it targeted fort.


Level 29 daily powers


Take Word of the Gods. Again, it completely overshadows anything else you might take. Wrath of the Gods wins fights single-handedly if you have save penalties, and still wrecks things even if you don't. Drop your weakest daily; predicting what you have at this level is pointless.


Level 29 daily powers

Fires of the Silver Gate (PHB2) - Radiant, targets will. Save-ends effects need to target more enemies or have a more profound effect on the battlefield to be worth it. The only saving grace of this power is that it benefits from radiant vulnerability many, many times.
Invoke the Absolute Dark (PHB2) - Zone, targets fort. It's a black hole. Don't expect it to actually trap enemies, since a double move will generally get them out, but it does serve as a decent wall.
Summon Angel of Victory (PHB2) - Summon, targets will. A marginal upgrade to your line of angel summons. If your GM allows vertical forced movement, have this hover one square off the ground and pull enemies into the air, to make the fall knock them down. If your GM doesn't allow that, you just won't use the standard attack much.
Word of the Gods (PHB2) - Psychic/charm, save-ends, targets will. If you have any save penalties, this wins fights single-handedly. Even if you don't, this causes a huge amount of chaos.
Apocalypse from the Sky (DP) - Force, save-ends, targets ref. This is stylish, but Word of the Gods looms large.
Invoked Devastation (DP) - Force/lightning/psychic, save-ends, targets fort/ref/will. It's a damage-only daily, but it gets your implement, wisdom, and other damage boosts three times if you roll well. Plus, it makes a murder pinball zone.
Malediction of the Eternal Pyre (DP) - Fire, save-ends, targets ref. Gogo lame fire daily! Setting yourself on fire should accomplish more than this realatively weak damage-only power.
Storm of Creation (DP) - Force, save-ends, targets fort. Unless you are fighting a single target, Word of the Gods is better than Storm of Creation in every way.
Harm (D380) - Necrotic and necrotic/fear, targets fort/will. That's a quite remarkable amount of damage, although it still probably won't do more damage overall than an AOE power. The AOE fear effect isn't as good as it looks; most enemies will just eat the -2 to hit.



Epic Destinies


We rarely find anyone who can say he has lived a happy life, and who, content with his life, can retire from the world like a satisfied guest. - Horace


Epic destinies are strictly separated into the haves, which give stat boosts or major always-on features, and the have-nots, which don't. Generally, an epic destiny needs at least a boost to wisdom to count as blue, and a boost to wisdom and another useful stat to count as sky blue. These are boring bonuses, but they're better than nearly anything else.


General epic destinies

Champion of Prophecy (EPG) - Refreshing a daily every fight at level 30 and stat boosts in the right place are nice for a con-based invoker.
Chosen (FRPG/DP) - One of the two boring best. This is a winner no matter who your deity is, but some of the best are Chauntea, Corellon (in DP, not FRPG), Erathis, Ioun, and Sehanine. Most of the FRPG choices other than Chauntea are worse than Demigod, but only marginally so.
Demigod (PHB) - Still tied for boring best. +2 to both of your key stats and a large chunk of regeneration are very boring, but they're generally the best boosts you can get from an epic destiny. Now that the level 30 feature has been nerfed, this is no longer the boring best for all builds, but Demigod is still a solid and unexciting choice for any build.
Eternal Seeker (PHB) - This keeps on getting better. Druid, shaman, and cleric are the obvious classes to raid, although any class may have powers or abilities you'll want to steal. I'll do a full evaluation later, but for now the Eternal Seeker guide has lots of good advice.
Lorekeeper (PHB2) - Invokers have monster knowledge skills on their skill list, and can be built to crit often enough to see the benefit from Lorekeeper's Cunning. This just isn't a very potent destiny.
Planeshaper (D372) - An extra use of an encounter power of your choice and banishing any foe you crit is a nice set of abilities. It's a shame about the lack of a primary stat boost.
Radiant One (D366) - Adding +int to damage pretty much all the time and gaining near-immunity to non-melee attacks one fight a day is almost enough to make up for the lack of a boost to wisdom.
Revered One (PHB2) - There's a specific radiant-based build that uses this epic destiny, lots of channel divinity feats, and Invoker's Aura and Speaker of the Gods to keep a radiant damage aura and 18-20 crits up for about three or four rounds per fight.




Religion-specific destinies

Bahamut's Vessel (D378) - Must worship Bahamut. This has a stat boost in the right place, and comes with a handful of neat defensive abilities. It's no gamebreaker but nothing about the destiny goes to waste.
Sublime Flame (EPG) - Must worship the Silver Flame. It's an extra use of a radiant (or fire) daily power.

Avatar of Death (DP) - Death domain required. The stat boosts are in the right place for an int-based invoker, and everything from the destiny but Death Comes to All is useful.
Avatar of Freedom (DP) - Freedom domain required. Wis is essential, dex is useful for initiative, and the save-based abilities of this destiny are fairly powerful.
Avatar of Hope (DP) - Hope domain required. Charisma is wasted, but everything else about this destiny is useful.
Avatar of Justice (DP) - Justice domain required. Int/wis boosts are boring but effective, and everything else in the path except the lukewarm level 30 power is nice.
Avatar of Life (DP) - Life domain required. The stat boosts are in the right place for a con-based invoker, and the daily power is "Win one fight."
Avatar of Storm (DP) - Storm domain required. Con is useful but str is wasted, and this is decently powerful for lightning/thunder-based builds.




Multiclass destinies

Adamantine Soldier (MP) - Fighter or warlord multiclass. Con-based invokers get a fair amount of durability.
Godhunter (MP) - Ranger or rogue multiclass. This is as good for you as for anyone.

Master of the Eternal Hunt (PHB3) - Seeker multiclass required. This is full of solid if unremarkable bonuses, but the utility power is entirely wasted.

Magister (AP) - Arcane multiclass only. This gives you a stat boost where it matters, and offers some ridiculous ritual abuses at level 30 (as described in this thread or this thread). This is pushing black if you don't have any arcane encounter or daily powers, from multiclassing or your paragon path, to make use of the defense boost.
Fury of the Wild (PP) - Primal multiclass only. Expanded crit builds get a huge damage boost out of this destiny.
Reincarnate Champion (PP) - Primal multiclass only. The stat boost is where you want it, and you can poach whatever you want for racial toys. Elves and devas get some of the nicest racial abilities, and humans, devas, and githzerai get some of the nicest racial feats.



Epic-level Feats


We all die. The goal isn't to live forever, the goal is to create something that will. - Grace, in Diary by Chuck Palahniuk


While there are fewer epic feats, the best are much better than the worst, especially compared to paragon. Every invoker will want Devastating Invocation, Robust Defenses, and Invoked Devastation. Especially Invoked Devastation; this is an unconditional size increase for all AOE powers. Radiant invokers have their plate full, with winners like Torm's Radiance, Punishing Radiance, and Radiant Advantage making a powerful case for being a radiant invoker in a game which will make it to epic.


General feats

Devastating Invocation (DP) - This is amazing for any build with expanded crit range or a focus on radiant damage, but nearly any build can find a place for this. Assuming crits on a 20 and no extra enemies nearby, this should be adding somewhere between .5 and .65 extra damage per hit (depending on your wisdom), and usually there will be more enemies nearby. This has interesting interaction with Punishing Radiance in radiant builds.
Divine Mastery (DP) - An extra shot of an encounter power is nice, but the competition is so tough at epic.
Epic Fortitude/Epic Reflexes/Epic Will (PHB2) - Just as at paragon, but with the greater competition for epic feats I don't think that spending three feats for double the benefits over Robust Defenses is worth it.
Epic Resurgance (PHB) - You're going to see this nearly every fight if you have an expanded crit range.
Font of Radiance (PHB) - Somewhat interesting if you have a build with both increased crit range and save penalties. Possibly in a Adept of Whispers build?
Glorious Channeler (DP) - If you've got access to a more than one decent channel divinity powers and the free feats to take them, this is worth it.
Invoked Devastation (PHB2) - Take this.
Invoker's Aura (DP) - This is hard to use for presevokers or wrathvokers, due to their reactive channels. For malvokers, it's black, due to the controllable use and synergistic effects. For builds using Glorious Channeler or Revered One, it's blue, as a nice bonus for something those builds are going to be doing anyway.
Punishing Radiance (DP) - Stacking extra radiant damage. Any radiant build should take this, especially builds with expanded crit ranges or triggered radiant vulnerability. This has interesting interaction with Devastating Invocation, typically doubling the extra damage from that feat.
Robust Defenses (PHB2) - Yes, it's a boring feat tax. Take it anyway.
Superior Initiative (PHB3) - By all means, retrain Improved Initiative to this.
Torm's Radiance (D381) - A staple for any radiant-based build.




Divine-covenant-specific feats

Great Malediction (DP) - Covenant of Malediction only. Pushes aren't powerful, but lots of pushes every fight are worth the feat.
Unbearable Malediction (DP) - Covenant of Malediction only. If you regularly get the pushes from your Maledictor's Doom, this is worth it, but you'll need a good fear-typed AOE encounter power or Visions of Blood.

Guiding Rebuke (DP) - Covenant of Preservation only. One attack boost once a fight isn't quite an epic feat.
Superior Preservation (D378) - Covenant of Preservation only. Conditional THP are fine when it's a condition you can trigger almost every turn.

Indiscriminate Wrath (DP) - Covenant of Wrath only. This is a powerful control effect, especially when combined with Overbearing Wrath and/or radiant vulnerability effects, but you can't count on using it when you'll want it.




Miscellaneous feats

Echo of Letherna (D380) - Must worship the Raven Queen. The necrotic keyword isn't usually very useful, but it's a free way to take advantage of necrotic vulnerability. This is better than Torm's Radiance for invokers of the Raven Queen, because the additional keyword allows you to bypass radiant immunity or resistance.

Iron Body (D378/PHB3) - Githzerai required. Generally, if you're using Iron Mind it's in the hopes that it's negating an attack, but a good chunk of resistance whenever you need it is handy.

Radiant Advantage (DP) - Cleric multiclass. It's a pain to get combat advantage as an invoker, so this helps. The bonus to your allies is just icing.
Primal Summoning Expertise (PP) - Druid multiclass. If you're multiclassed druid, it's probably to get druid summon powers, and this lets you turn two minor actions into an extra attack. Two minor actions instead of one because you're losing the instinctive action because you gave an order.


Magic Items


So, for all you staff users out there, feel free to come in and post, my staff is a good one, but here is how it goes - Kralnor


Invokers want offensive boosts (including but not limited to accuracy boosts, damage boosts, control effects, and save penalties), initiative boosts, defensive boosts, and escapes for bad situations, generally in that order. Anything else is nice but unnecessary.


Implements


Optimal weapon choice varies, depending on your build and your GM's houserules. That said, it's hard to go wrong with a Staff of Ruin or a Radiant staff. Rod of the Star Spawn is fairly high level, but it's 19-20 crits if you don't have them already. If you're worried about covering an implement for another class, there are staffs to double as either holy symbols or totems. Radiant builds have some special options made specifically for them, including Torch of Misery to grant CA against targets they hit with radiant powers and (at high levels) Pelor's Scepter to grant brutal 1 on all radiant attacks.


Make sure you have something in your off-hand. You can tell an off-hand-compatible item because it grants bonuses or special effects, but doesn't specify that you apply those effects to an attack made "using this item/weapon/implement." A Mage's spiked shield is +1 AC (and +17 to looking like a doofus, sadly), a Bloodthirsty staff is +1 to hit and +enhancement to damage against bloodied foes, and a Staff of Expansion is a 1/day AOE expansion. You don't need to go all-out on the off-hand item; a cheap one will usually do almost as well as a top-quality item.


While you won't necessarily use them, Brilliant Energy Weapons, Radiant Weapons, and Sunblades, all from Adventurer's Vault, can be used by other party members to take advantage of the radiant vulnerability you inflict on enemies with certain abilities. Sunblades are the lowest-level, but they're only available on heavy blades. Radiant is available on any weapon (and is an excellent property for any class), but the lowest-level version is level 15.


Staffs

Invokers prefer staffs, as a number of options are only available with implements that double as weapons, and this guide generally assumes that such options are available. In particular, I've assumed that any [Adjective] Weapon effect can be put on a staff and used as an implement, benefiting from the [Adjective] effect. If that isn't true in your game, any enhancement named [Adjective] Weapon is not available to you, and there's little reason to favor staffs over rods unless you are using staff-specific multiclass options.


Staffs work as-is with druid, psion, sorcerer, and wizard multiclass options.


Aftershock Weapon (AV2) - Level 2+, staff. Interesting in a crit-focused build.
Blastwarp Staff (AV2) - Level 10+, staff. This doesn't work as often as you'd hope it would, and it's awfully expensive. However, note that you gain combat advantage on your next attack, not on your next attack against those targets.
Bloodiron Weapon (AV) - Level 13+, staff. More extra damage for crit-heavy builds, but not quite as cheap this time.
Bloodthirsty Weapon (AV) - Level 13+, staff. It's a conditional bonus, but it is a bonus, and this is off-hand compatible to boot.
Challenge-Seeing Weapon (AV2) - Level 1+, staff. Cheap condtional extra damage. Note the lack of extra crit damage. Contrast with Rod of First Blood.
Communal Weapon (AV) - Level 4+, staff. A pool of extra bonuses. Off-hand compatible.
Cunning Weapon (AV) - Level 8+, staff. Once a stunlocker staple, now heavily nerfed. It's still somewhat handy, though.
Dessicating Weapon (AV) - Level 13+, staff. Invokers get both a lot of fort attacks and a lot of opportunities to take save penalties.
Flaming Weapon (PHB) - Level 5+, staff. Mildly interesting for a tiefling with Hellfire Blood, but too expensive for the benefit.
Goblin Totem weapon (Forgotten Realms Campaign Setting) - Level 2+, staff. A cheaper, slightly situational alternative to the Staff of Ruin. The bonus damage from this weapon is untyped, however, so you can make use of other item bonuses to damage.
Legendary Weapon (AV) - Level 25+, staff. A bonus standard action 1/day when you crit. Off-hand compatible, but probably too expensive to be practical in either hand.
Lightning Weapon (PHB) - Level 5+, staff. This allows thunder/lightning builds to take powers they wouldn't normally have access to, but it's awfully expensive for what it does.
Radiant Weapon (AV) - Level 15+, staff. Radiant is a great damage type, invokers have many options to enhance radiant attacks, and this also doubles as a Staff of Ruin. Definitely worth the slight increase in cost over a Staff of Ruin.
Staff of Divinity (AV2) - Level 2+, staff. A must for invokers with cleric (or avanger or paladin) implement powers from multiclassing or a paragon path.
Staff of Elemental Prowess (AV) - Level 9+, staff. A little extra elemental damage.
Staff of Expansion (D365) - Level 2+, staff. This is a cheap stretch on one AOE, plus it's cheaper than a Staff of the War Mage and the size increase scales. Off-hand friendly.
Staff of Power (PHB) - Level 19+, staff. For high-crit builds, you'll see this daily almost every day. This is an off-hand-compatible staff, although the cost may be prohibitive.
Staff of Ruin (AV) - Level 3+, staff. A boring-but-effective staple. You may want to upgrade to a Raidant staff at high paragon, however.
Staff of the Sunburst (PHB2) - Level 14+, staff. Pricey, but it's an almost guaranteed 1/day escape. Off-hand compatible but probably too expensive to offhand.
Staff of the Discerning Watcher (PHB3) - Level 2+, staff. The level 2 version is a cheap way to take 10 on initiative as an item daily. Offhand friendly...in fact, you probably shouldn't mainhand this or ever get any version of this but the level 2 version.
Staff of Time (AV2) - Level 30, staff, part of the Time Wizard's Tools set. The ultimate tool for any crit-focused invoker.
Staff of the War Mage (PHB) - Level 3+, staff. This is a cheap stretch on one AOE, but overshadowed by a Staff of Expansion as long as you don't mind blowing a minor action. Off-hand friendly.
Tempest Staff (AV2) - Level 15+, staff, part of the Armory of the Unvanquished set. This has interesting interaction with Devastating Invocation for thunder-focused invokers.
Thunderwave Staff (PHB) - Level 8+, staff. Best for malvokers, but not great even for them. Invokers don't generally get lots of big pushes. Off-hand friendly.
Tyrant's Weapon (AV) - Level 8+, staff. Another choice of on-crit effect, this time a knockdown.
Verdant Staff (AV2) - Level 2+, staff. As the Staff of Divinity, but for shaman-multiclassed invokers. (Druid-multiclassed invokers can just use any staff.)
Vicious Weapon (PHB) - Level 2+, staff. Cheap extra damage for crit-heavy builds.
Weapon of Evil Undone (AV2) - Level 10+, staff. A staff of divinity variant that trades a higher cost and lower crit damage for a second dose of the deva racial ability and a very weird daily power.




Rods

Rods don't benefit from weapon-based options, like the Weapon Focus feat, dragonshard augments, and [Adjective] Weapon enhancements. However, depending on the whims of your GM, neither do staffs.


Rods work as-is with artificer and warlock multiclass options.


Adamantine Rod (AV) - Level 14+, rod. A decent sop for occasional radiant resistance, pre-epic.
Pelor's Scepter (AV2) - Level 27, rod, part of the Relics of Creation set. A rod/holy symbol with brutal 1 on radiant attacks. It's a shame it's a rod.
Rod of the Bloodthorn (AV) - Level 17+, rod. A conditional bonus given a common condition is always welcome. Contrast with a Bloodthirsty Weapon.
Rod of Brilliant Wrath (PHB2) - Level 14+, rod. One of many 1/day incapacitate-the-targets weapons. Notable only in that it incapacitates multiple targets, albeit in a non-ally-friendly way.
Rod of Burgeoning Memory (AV2) - Level 2+, rod. Somewhat interesting for deva invokers.
Rod of Dual Invocation (PHB2) - Level 30, rod. An extra attack, but it's hideously expensive.
Rod of First Blood (PHB) - Level 8+, rod. Extra damage is extra damage.
Rod of Obliterating Wrath (AV2) - Level 9+, rod. Very conditional extra damage.
Rod of Retributive Justice (PHB2) - Level 20+, rod. Very expensive. It applies defensive penalties on a crit (contrast with a Tyrant staff's knockdown), and its daily allows an out-of-sequence attack on an enemy that just hit you. The daily is off-hand compatible.
Rod of the Star Spawn (AV) - Level 22+, rod. If you don't have expanded crit range from anywhere else, you might as well get it here.
Torch of Misery (AV2) - Level 10+, rod. Combat advantage is hard to come by for invokers, and this gives radiant-focused invokers CA simply for focusing fire.




Armor


Most invokers will wear chain. These invokers will almost certainly want Time Link Armor, as it's available starting at low levels and it gives you that all-important item bonus to initiative, plus an initiative reroll when you need it. If you're getting your initiative boost elsewhere, Rebuking Armor is a nice AC boost and Tactician's Armor boosts all of your int-based kickers.


Many int-based invokers will wear hide. In that case, Battle Harness's initiative boost and Feytouched Armor with its initiative boost and melee escape both loom large, but that's not available until paragon. Until then (or if you're getting your initiative boost elsewhere), Darkleaf and Great Cat Armor are interesting.


If you've plumped for scale armor, it was to get the best AC you can. In that case, just go ahead and take Bloodiron Armor, since it's the best AC-based boost you'll find.


Armor

Astral Fire Armor (PHB2) - Level 2+, chain. Particularly nice for malvokers, who tend to be in close when they use their channel, but any invoker with a close-range channel from a feat should consider this.
Armor of Essence Involate (AV2) - Level 13+, any type, part of the Ayrkashna Armor set. You can't be sure you'll be able to have this bonus activated when you need it.
Battle Harness (D368) - Level 4+, hide. If you read this as written, granting a power bonus to initiative, it's the best invoker armor in the game period, since it stacks with some other initiative-boosting item. If you read this as an error and that it's intended to be an item bonus to initiative, this is merely a very good choice for heroic levels, and is replaced at paragon levels by Feytouched armor.
Bloodiron Armor (AV) - Level 18+, scale/plate. If you've spent the feat(s) to qualify for this staple, might as well benefit from it.
Darkleaf Armor (PHB) - Level 4+, hide. You won't take too many melee attacks, especially as a presevoker, so you'll get the +2 against most of the attacks you take.
Displacer Armor (AV) - Level 14+, hide. A powerful defensive daily that lasts an entire encounter. If you're wondering why Bloodvine armor isn't listed, this is why.
Dwarven Armor (PHB) - Level 2+, chain/scale/plate. A cheap extra daily heal.
Feytouched Armor (MOTP) - Level 12+, hide. An initiative boost and a 1/encounter escape power? This was made for invokers.
Great Cat Armor (AV2) - Level 19+, hide. Doubling your shift is always nice.
Lifeblood Armor (PHB2) - Level 10+, hide. It's a little pad against the first hit per fight, but it's awfully expensive. Contrast with Darkleaf.
Moon Armor (AV2) - Level 3+, chain. The boost is situational, but the armor is cheap.
Rebuking Armor (PHB2) - Level 4+, chain. Very fiddly to keep track of, but an often-on benefit.
Righteous Armor (AV) - Level 9+, plate. This has some interesting possibilities in a Radiant Mafia build with plate armor proficiency. Or you can make it for the party defender, that's also good.
Summoned Armor (AV) - Level 6+, any type. This is normally unremarkable. However, a set of summoned plate can be summoned when you need it, then banished before making any attacks, even if you're not proficient in plate. This will tend to get you beaten by your GM and friends, however; I take no responsibility for DMG-shaped bruises.
Tactician's Armor (AV) - Level 5+, chain/scale/plate. A boost to your int-based kickers and skills.
Time Link Armor (AV2) - Level 4+, chain. An initiative boost and an init reroll. Lovely. One of the best places to get an initiative boost.
Versatile Armor (AV) - Level 3+, chain/plate. For a minor AC loss you can ignore the normal disadvantages of heavy armor.




Arm slot items


Trollhide Bracers are one of the few interesting items in this slot. The rest are situational or build-specific options.


Bracers

Bracers of the Perfect Shot (PHB) - Level 3+. A decent boost to Sun Strike or Power-of-Skill-boosted Divine Bolts.
Bracers of Rejuvenation (AV) - Level 8. I'm fond of these for con-based invokers in short-working-day games. +1 to all rolls means both attacks and damage rolls.
Executioner's Bracers (AV2) - Level 3+. It's not a lot of extra damage, but it's extra damage for cheap.
Rapidstrike Bracers (AV) - Level 15. Another place to pick up an item bonus to initiative, but the encounter power is near-useless to you.
Trollhide Bracers (AV) - Level 19+. At level 19, it's 500 HP in a can. Screw healing surge items.




Feet slot items


Boots of Eagerness and Boots of Teleportation are still just about the best choices for everyone in the game. Boots of Dancing are interesting for any invoker fond of self-dazing powers. You can probably just go without boots for most of heroic.


Boots, greaves, and shoes

Acrobat Boots (PHB) - Level 2. Nothing special, but the competition at this low of level is weak.
Boots of Dancing (AV) - Level 11. An absolute must for any invoker that uses self-dazing powers, unless you've taken Uncanny Dodge. In fact, it might be better to just take these instead of Uncanny Dodge.
Boots of Eagerness (AV) - Level 9. Still boring. Still OP. The best boots in the game for nearly anyone for most of the game.
Boots of Furious Speed (AV) - Level 9. A cheap speed boost, although you hopefully won't need it most of the time. The choice between this and Boots of Striding is a matter of taste.
Boots of Speed (AV) - Level 22. Powerful, but by epic the competition is fairly stiff.
Boots of Striding (PHB) - Level 9. +1 speed is useful for everyone.
Boots of Teleportation (AV) - Level 28. Without a doubt the best boots in the entire game.
Dragonborn Greaves (AV) - Level 12. A nice upgrade over Boots of Furious Speed.
Rushing Cleats (AV) - Level 7. Of moderate interest to malvokers, assuming you rule that the covenant-triggered push is "the push[...] effect of a close[...] attack you perform."
Sandals of Avandra (AV) - Level 25. Powerful, but somewhat overshadowed by Boots of Teleportation.
Survivor's Boots (AV2) - Level 16. Near-immunity to opportunity attacks while bloodied is very handy.
Winged Boots (PHB) - Level 13. Immunity to falling damage has its uses.




Hand slot items


Gauntlets of Blood or Resplendent Gloves are conditional damage boosts in a weak slot, so they're probably the winners. Holy Gauntlets are almost as good in a radiant-focused build. Gauntlets of the Ram, Green Thumbs, and Spell Anchors offer some offbeat control boosts.


Hand slot items

Gauntlets of Blood (AV2) - Level 4+. You'll get this bonus often enough to matter, and extra damage is about the best benefit you can get from this slot.
Gauntlets of the Blood War (MOTP) - Level 16+. If you fight enough immortal enemies to justify this, go for it.
Gauntlets of the Ram (PHB) - Level 8. A malvoker staple. Black for other covenants.
Gloves of Accuracy (AV) - Level 16. A potent effect, but pretty much just limited to your at-will attacks.
Green Thumbs (AV) - Level 9. A spell in a can, but it's an interesting spell. Unfortunately, it doesn't level well, as higher-level enemies can just cut through the wall.
Holy Gauntlets (AV) - Level 8+. One-shot extra damage, then extra damage all fight. Plus, it lets you cheat and take one non-radiant daily in a radiant build.
Resplendent Gloves (AV2) - Level 5+, part of the Resplendent Finery set. This is a conditional damage boost, but a controllable and common one.
Spell Anchors (AV) - Level 9. A cheap way to keep a minor-action power rolling even when you are dazed.




Head slot items


If you don't have superior initiative items (e.g. Feytouched Armor, Time Link Armor, or a Timeless Locket), the head slot has some acceptable substitutes. You can also get an unnerfed save-penalty item here in Skull Mask, which is -2 to saves against Fourfold Invocation of Doom or Malediction of Rigidity. If you have initiative covered, there's too many interesting situational effects for me to list here.


Hats, helms, goggles, glasses, and other things that go on your head

Carcanet of Psychic Schism (AV) - Level 15. Just wanted to note that this doesn't work on self-dazing effects, since you can't interrupt your own turn.
Casque of Tactics (AV) - Level 4+. The level 4 version is nice for Just Winning Initiative, as well as the cheap always-on boost. The higher-level versions are black, as they are overpriced and other initiative items are better.
Circlet of Continuity (AV2) - Level 11. Handy for keeping a sustained power going through a self-daze effect.
Clockwork Cowl (AV) - Level 26. Initiative boosts are nice, but this is overpriced because of the lame daily power.
Crown of the Brilliant Sun (AV2) - Level 14, part of the Gifts for the Queen set. If this switches the keyword, it's a way for radiant invokers to broaden their repertoire. If this doesn't, it's a way for lightning/thunder invokers to bypass resistance or take advantage of radiant vulnerability. Either way, it's interesting.
Eagle Eye Goggles (AV) - Level 2+. A boost to hit on Sun Strike or Power-of-Skill-enhanced Divine Bolts. It's rare to get extra to-hit or damage in this slot.
Eye of Awareness (AV) - Level 23. A boring initiative item, but it's well-priced for the size of the initiative boost.
Goggles of Night (PHB) - Level 14. Darkvision is useful, although you can probably afford to hold a torch.
Headand of Intellect (AV) - Level 10+. +1 to hit on psychic attacks is decent for malvokers, since most fear attacks are psychic. Don't bother with the higher-level versions, though.
Helm of Able Defense (AV2) - Level 14, part of the Panoply of the Shepherds of Ghest. It's Darkleaf armor in a can, and it stacks with Darkleaf.
Helm of Battle (PHB) - Level 9+. I'm fond of the AOE initiative boost, but you probably want a bigger self-only boost if you don't have one already.
Phrenic Crown (AV) - Level 7+. A save penalty on will-targeting powers, of which you have quite a few. It's only one turn after the nerf, though. Contrast with Skull Crown.
Quickening Diadem (AV) - Level 29. Great for self-dazers, but so very expensive.
Skull Mask (AV) - Level 5+. -2 to saves against Fourfold Invocation of Doom or Malediction of Rigidity. Tieflings can use this on any daily by using Infernal Malediction add the fear keyword. Just keep the heroic version; you don't need necrotic resist or intimidate boosts that badly.




Neck slot items


If you need an initiative boost and don't have it on your armor, Timeless Locket has you covered. Stunlocking builds can get another -1 to fear-based saves. Otherwise, you can probably just get a boring Amulet of Protection.


Amulets and cloaks

Amulet of Elusive Prey (AV) - Level 14+. A nice little AC/ref boost for presevokers, who tend to avoid melee. Other covenants probably won't have the room to move.
Amulet of Protection (PHB) - Level 1+. While most of the neck slot items are not crucial, increasing your NADs is important, so at least get a cheap neck.
Brooch of Vitality (AV) - Level 15+. Extra HP are always nice.
Cloak of the Walking Wounded (AV) - Level 4+. I'm fond of this for con-based invokers, but it doesn't come up enough to justify the cost.
Talisman of Terror (AV) - Level 7+. More save penalties, again on fear powers, such as the level 9 save-ends dailies.
Timeless Locket (AV2) - Level 14+. An item bonus to initiative and bonus standard action 1/day is fantastic, even after the nerf.




Rings


Ring of the Dragonborn Emperor is an unexpected gem, giving a large item bonus to damage on close powers (assuming you aren't using a Radiant weapon or Staff of Ruin), and the Ring of Sorrows is a boost to hit on fear powers. Iron Ring of the Dwarf Lords is a boring staple if you're not con-based. Otherwise, nothing else stands out.


Rings

Golden Ring of Teros (AV2) - Level 24. Expensive, but a nice defensive boost.
Iron Ring of the Dwarf Lords (PHB) - Level 14. A staple for non-con-based invokers. Or non-con-based anyone, really.
Premonition Ring (AV) - Level 15. A passable initiative item with a usable daily. Overshadowed by Timeless Locket and the initiative armors.
Ring of Fey Travel (AV) - Level 22. Extra speed in an unusual slot, but awfully overpriced for the privilege.
Ring of Free Time (AV2) - Level 29, part of the Time Wizard's Tools set. Hideously expensive but oh so worth it. Either half of this item would be worth the cost, but combined it's a winner.
Ring of Protection (PHB) - Level 17. By the time you can afford this, you're going to be making lots of saving throws.
Ring of the Dragonborn Emperor (AV) - Level 15. Extra damage in an unusual slot, and a daily out-of-sequence attack. And for a bargain price, as rings go. Just be aware that it's item-typed, so it doesn't stack with a Radiant weapon or a Staff of Ruin.
Ring of the Radiant Storm (AV2) - Level 17, part of the Gifts for the Queen set. Rerolling damage isn't a big damage boost, but any damage boost in the ring slot is unusual.
Ring of Khirad (AV2) - Level 27, part of the Points of the Constellation set. See invisible foes in the usual utility slot.
Ring of Sorrows (AV2) - Level 18, part of the Relics of the Forgotten One set. Bonuses to hit in the ring slot are very rare, and malvokers already have a reason to seek out fear powers.
War Ring (AV) - Level 16. Extra damage on critical hits, for a relatively cheap price.




Waist slot items


It's a toss-up between Sash of Vitality Ceaseless or Diamond Cincture, depending on whether you want bigger or more surges. Con-based invokers may also consider Belt of Blood.


Sashes, belts, and such

Badric of Valor (AV) - Level 21. I'm fond of this item, but it's awfully expensive.
Belt of Blood (AV) - Level 10. A decent boost to your surge value for con-based invokers.
Diamond Cincture (AV2) - Level 10+. This is essentially a pile of extra healing surges with minor-action activation. That's useful for everyone.
Sash of Regeneration (AV2) - Level 28. Hideously expensive, but very worth it.
Sash of Vitality Ceaseless (AV2) - Level 14, part of the Ayrkashna Armor set. One of the better healing-surge-value items.
Wraith's Cord (AV2) - Level 30. Also hideously expensive, but amazing in crit-focused builds.




Miscellaneous slots


A Mage's spiked shield, and/or Siberys Shard of the Mage are as cheap as free after low heroic levels and are essentially slotless, so there's really no reason not to take them if they're available. Pelor's Sun Blessing is a fantastic divine boon, if you can get it. Curse Eye Tattoo is a must for stunlockers, and Solitaires are handy for crit-based builds.


Miscellaneous items

Avandra's Boon of Escape (DMG2) - Level 3+, divine boon. An essentially-slotless escape tool.
Pelor's Sun Blessing (DMG2) - Level 3+, divine boon. +wis to damage for Morninglord or epic radiant builds. Niiice.
Curse Eye Tattoo (AV2) - Level 8, tattoo. Helps your save-ends effects to stick.
Mage's spiked shield (AV) - Level 2, offhand. Yes, I realize how lame it is. It's still +1 AC in a slot you'll almost never use. This is better than a Mage's parrying dagger, because you need a weapon in your mainhand to benefit from that, and you might be wielding a rod or some other tool in your mainhand.
Siberys Shard of the Mage (EPG) - Level 3+, dragonshard augment. Nearly-slotless extra damage for staff users.
Solitaire (Aquamarine) and Solitaire (Violet) (AV) - Level 16/26, woundrous item (solitaire). The best way to get crits is to make many attacks and get an expanded crit range. Invokers happen to do both.




Slotless items


Soak up the rest of your daily magic item uses with Dice of Auspicious Fortune, Stones of Light/Storms, and Salves of Power. After that, well, it's just not D&D without a Bag of Holding.


Slotless miscellaneous items

Bag of Holding and Handy Haversack (PHB) - Level 5/10, wondrous item. A near-bottomless backpack is still just as cool as it was in the 1974. It's just not D&D without a Bag of Holding.
Dice of Auspicious Fortune (D381) - Level 11, wondrous item. Every single adventurer should have at least one set of these if they can.
Portable Hole (PHB) - Level 19, wondrous item. Another infinitely useful classic.
Salve of Power (AV) - Level 10, wondrous item. They're awfully expensive, but con-based invokers have excellent encounter powers and surges to spare.
Stone of Light and Stone of Storms (AV2) - Level 12, part of the Fortune Stones set. A reroll is always handy.


This is the currently-homeless domain list. I'll find a home for it eventually.


Some games won't use the base pantheons, so you'll be offered a choice from a homebrew pantheon, offered the chance to make your own faith, or simply offered free access to domains that suit your theme. In these cases, when choosing domains, it's more important that a domain have good options than it is that you avoid domains with bad ones. Since the only benefit that a domain offers is access to feats, there's no reason you're forced to take the bad feats. So if you want, say, the excellent Power of Earth, that's a good reason to have the earth domain, even though Earth Hold is paladin-oriented chaff.


While it isn't a domain-specific option in and of itself, Fickle Servant, a changeling/doppleganger-specific feat from Divine Power, deserves special mention. With Fickle Servant, you can choose domain feats from any domain, not just the domains of your chosen god.


Domains

  • Arcana - Corellon (core/FRPG), Selûne (FRPG), Aureon (EPG). Evil: Sseth (FRPG), the Shadow (EPG).
    • Arcana Ward (DP) - Channel. Weak, situational, self-only defense. Your utility powers can do better than this.

    • Power of Arcana (DP) - Power: Divine Bolts. +1 to hit with an at-will you will end up spamming isn't bad at all. Some combos may also find a use for the added arcane keyword on this power, since it allows you to use feats intended for other classes, such as in Arcane Power.


  • Change - Avandra, Selûne (FRPG), Tymora (FRPG), Olladra (EPG), the Traveller (EPG).
    • Cycle of Change (DP) - Channel. Weak, situational, short-ranged leader/defender stuff. Even paladins don't want this.

    • Power of Change (DP) - Power: Divine Bolts. +1 to hit with encounter/daily powers after using this power is an okay feat.


  • Civilization - Erathis, Amauntor (FRPG), Torm (FRPG), Waukeen (FRPG), the Sovereign Host (EPG), Boldrei (EPG), Kol Korran (EPG), Onator (EPG). Evil: Asmodeus (core but not FRPG), Bane (FRPG).
    • Anthem of Civilization (DP) - Channel. One shot of +2 to hit for a melee ally isn't bad, but it's situational and short-ranged.

    • Power of Civilization (DP) - Power: Mantle of the Infidel. This will get you killed.


  • Creation - Erathis, Moradin (core/FRPG), Garl Glittergold (FRPG), Gond (FRPG), Onatar (EPG), the Traveler (EPG).
    • Creation Secret (DP) - Channel. Half an extra dose of a Salve of Power or the like isn't a bad use of a feat at all. Near as I can tell, this renews both the use of the item and the personal quota of daily item uses.

    • Power of Creation (DP) - Power: Grasping Shards. +1 AC to you or an ally is unexciting but functional.


  • Darkness - Evil: Lolth (core/FRPG), Zehir (core/FRPG), Shar (FRPG), Sseth (FRPG), the Shadow (EPG), Dragon Below cults (EPG).
    • Darkness Consumes (DP) - Channel. Useful defensive ability, but hard to use for most invokers.

    • Power of Darkness (DP) - Power: Visions of Blood. You need to hit, and it only protects against one attack.


  • Death - The Raven Queen, Kelemvor (FRPG), Blood of Vol (EPG). Evil: The Keeper (EPG).
    • Death Knell (DP) - Channel. It's an auto-hitting off-action attack, but it's super lame.

    • Power of Death (DP) - Power: Visions of Blood. Extra damage on bloodied foes is nice, but how often will you be spamming Visions of Blood? Situational powers need control effects, not flat extra damage.

    • Avatar of Death (DP) - Epic Destiny. The stat boosts are in the right place for an int-based invoker, and everything but Death Comes to All is useful.


  • Destruction - Evil: Grummsh (core/FRPG), Tharizdun, Ghaunadaur (FRPG), Talona (FRPG), the Dark Six (EPG), the Devourer (EPG).
    • Path of Destruction (DP) - Channel. Your melee attacks only.

    • Power of Destruction (DP) - Power: Grasping Shards. If you're spamming Grasping Shards for whatever reason, extra damage on unbloodied foes isn't bad at all.


  • Earth - Moradin (core/FRPG), Chauntea (FRPG), Balinor (EPG). Evil: Torog, Ghaunadaur (FRPG), Luthic (FRPG).
    • Earth Hold (DP) - Channel. I've wracked my brain for a use for this that won't just get you killed, and I can't think of any. This might be really useful for someone much cleverer than I am, though.

    • Power of Earth (DP) - Power: Visions of Blood. This turns Visions of Blood from a ho-hum power into a combination sand pit/melee escape. It's still hard to use, but now it's worth using.


  • Fate - Ioun, the Raven Queen, Kelemvor (FRPG), the Sovereign Host (EPG), the Undying Court (EPG). Evil: Beshaba (FRPG).
    • Fate Rolls On (DP) - Channel. A one-shot situational save penalty as a weird action type isn't bad at all.

    • Power of Fate (DP) - Power: Avenging Light. +1 to hit for a bad power on bloodied enemies only isn't worth it.


  • Freedom - Avandra, Ilmater (FRPG), Mielikki (FRPG), Olladra (EPG), the Path of Light (EPG).
    • Path of Freedom (DP) - Channel. A useful get-out-of-stuck card.

    • Power of Freedom (DP) - Power: Vanguard's Lightning. A weak leader-role ability is not worth a feat.

    • Avatar of Freedom (DP) - Epic Destiny. Wis is essential, dex is useful for initiative, and the save-based abilities of this destiny are fairly powerful.


  • Hope - Bahamut, Pelor, Angharradh (FRPG), Chauntea (FRPG), Ilmater (FRPG), the Silver Flame (EPG), Dol Arrah (EPG).
    • Hope Remains (DP) - Channel. +2 to everything until EONT would be nice if it weren't incredibly situational.

    • Power of Hope (DP) - Power: Avenging Light. +1 to hit for an ally for hitting with Avenging Light isn't a bad feat.

    • Avatar of Hope (DP) - Epic Destiny. Charisma is wasted, but everything else about this destiny is useful.


  • Justice - Bahamut (core/FRPG), Erathis, Amaunator (FRPG), Kelemvor (FRPG), Torm (FRPG), the Silver Flame (EPG), Aureon (EPG), Boldrei (EPG).
    • Immediate Justice (DP) - Channel. A little bit of very situational damage isn't too hot. Even if you're specialized in radiant attacks, it can't crit and it's not very controllable.

    • Power of Justice (DP) - Power: Mantle of the Infidel. The effect is theoretically powerful, but it's too rare to have a great impact on the game most of the time.

    • Avatar of Justice (DP) - Epic Destiny. Int/wis boosts are boring but effective, and everything else in the path except the lukewarm level 30 power is nice.


  • Knowledge - Ioun, Gond (FRPG), Oghma (FRPG), Waukeen (FRPG), the Sovereign Host (EPG), Aureon (EPG), the Undying Court (EPG). Evil: Vecna, Asmodeus (FRPG but not core), Shar (FRPG).
    • Sure Knowledge (DP) - Channel. I'm a sucker for decent skill feats, and this is a decent skill feat.

    • Power of Knowledge (DP) - Power: Grasping Shards. +1 to all defenses is nice but it's on the wrong power.


  • Life - Melora, Pelor, Berronar Truesilver (FRPG), Chauntea (FRPG), Silvanus (FRPG), Arawai (EPG).
    • Pulse of Life (DP) - Channel. Too situational, too weak.

    • Power of Life (DP) - Power: Avenging Light. Weak effect on a weak power.

    • Avatar of Life (DP) - Epic Destiny. The stat boosts are in the right place for a con-based invoker, and the daily power is "Win one fight."


  • Love - Sehanine, Sheela Peryroyl (FRPG), Sune (FRPG).
    • Loving Sacrifice (DP) - Channel. A tiny pseudohealing effect.

    • Power of Love (DP) - Power: Sun Strike. Invokers generally don't have a use for pacifist attack powers.


  • Luck - Avandra, Tymora (FRPG), Olladra (EPG).
    • Imminent Luck (DP) - Channel. This is very cool if you're getting rerolls somewhere.

    • Power of Luck (DP) - Power: Vanguard's Lightning. Extra criticals at heroic? On a power that you'd actually want to use? This works quite well once you get a +2 weapon, and continues to work well as you get more access to effects that are triggered by a crit.


  • Madness - Evil: Tharizdun, Cyric (FRPG), Ghaunadaur (FRPG), the Fury (EPG), Dragon Below cults (EPG).
    • Screaming Madness (DP) - Channel. Only one enemy, sadly. This is awkwardly worded and awkward to use, but it is extra out-of-sequence damage.

    • Power of Madness (DP) - Power: Visions of Blood. -1 to hit isn't bad at all, especially if you're already using Psychic Lock as well.


  • Moon - Sehanine, Selûne (FRPG).
    • Moon Touched (DP) - Channel. Not nearly as cool as it looks on paper. It's fun but not terribly useful or reliable.

    • Power of Moon (DP) - Power: Hand of Radiance. -2 to ref until EONT on a hit isn't bad at all.


  • Poison - Evil: Zehir (core/FRPG), Lolth (FRPG only), Talona (FRPG).
    • Original Poison (DP) - Channel. You're not likely to have many poison powers worth using, nor is there a significant amount of invoker poison synergy.

    • Power of Poison (DP) - Power: Grasping Shards. Scaling extra damage is nice if you're spamming Grasping Shards, but trading one of the best damage types in the game for one of the worst really hurts.


  • Protection - Bahamut, Moradin (core/FRPG), Angharradh (FRPG), Berronar Truesilver (FRPG), Tempus (FRPG), Torm (FRPG), the Silver Flame (EPG), Boldrei (EPG), the Spirits of the Past (EPG). Evil: Luthic (FRPG).
    • Sure Protection (DP) - Channel. It's a properly timed contingent defense bonus.

    • Power of Protection (DP) - Power: Vanguard's Lightning. A decent leader-role ability on a so-so power isn't a bad feat, but you can do better.


  • Sea - Melora. Evil: Umberlee (FRPG), the Devourer (EPG).
    • Sea Surge (DP) - Channel. A little bit of chessmastery. It's a shame it doesn't work with your own powers.

    • Power of Sea (DP) - Power: Divine Bolts. Save penalties are very strong, and this even comes with a (weak-ish) alternate effect. If you're going for a stunlock invoker, this is an obvious choice, and most builds will have at least some powerful save-ends effects. Note that it only works on one target, though.


  • Skill - Corellon (core/FRPG), Ioun, Oghma (FRPG), Sune (FRPG), Dol Dorn (EPG), Kol Korran (EPG), the Path of Light (EPG). Evil: Bane (core only).
    • Divine Excellence (DP) - Channel. +2 to all skills with the only limitation being a two-turn duration for skill challenges and combat, plus the ability to share that bonus with everyone else in the party. One of the swankiest skill feats around.

    • Power of Skill (DP) - Power: Divine Bolts. This is a combo piece, one which does nothing on its own. If you can find some way to take advantage of the fact that this makes an already-great power a ranged basic attack, or if your party has someone who can give you free ranged basic attacks (such as a bard or warlord), this can go as high as sky blue depending on the synergy.


  • Storm - Kord, Silvanus (FRPG), Arawai (EPG). Evil: Auril (FRPG), Grummsh (FRPG only), Umberlee (FRPG), the Devourer (EPG).
    • Storm Sacrifice (DP) - Channel. A nice boost on two attacks, and it only gets better the more party members you have who can toss in a thunder/lightning power.

    • Power of Storm (DP) - Power: Vanguard's Lightning. Thunder is a lovely keyword, and +2 damage per hit is also great. This is a must-have for anyone who wants to use the thunder/lightning combined feat support.

    • Avatar of Storm (DP) - Epic Destiny. Con is useful but str is wasted, and this is decently powerful for lightning/thunder-based builds.


  • Strength - Kord, Bahamut (FRPG only), Tempus (FRPG), Balinor (EPG), Dol Dorn (EPG), Onator (EPG). Evil: Grummsh (core/FRPG).
    • Strength of the Gods (DP) - Channel. Your strength modifier. Right.

    • Power of Strength (DP) - Power: Avenging Light. +2 damage on an at-will isn't a bad feat, but it still doesn't make this power better than Divine Bolts when there's more than one target.


  • Strife - Evil: Tiamat (core only), Cyric (FRPG), Lolth (FRPG only).
    • Sudden Strife (DP) - Channel. You can make this stick with difficult terrain or debuffs, or just use it to disrupt positioning.

    • Power of Strife (DP) - Power: Sun Strike. An extremely variable bonus damage feat. This can be a lot of damage, but it's never going to be more damage than simply using a multitarget at-will instead.


  • Sun - Pelor, Amaunator (FRPG), Dol Arrah (EPG), the Path of Light (EPG).
    • Solar Enemy (DP) - Channel. Even nerfed, even with its short range, it's still a staple of radiant builds, and for good reason.

    • Power of Sun (DP) - Power: Sun Strike. This is your heroic-level Radiant Mafia entry. You'll retrain out if you go Morninglord, but until then giving all of Team Radiant +3 damage isn't even a little bit bad.


  • Torment - Evil: Torog, Asmodeus (FRPG only), Loviatar (FRPG), the Keeper (EPG).
    • Perfect Torment (DP) - Channel. Nothing wrong with helping your save-ends effects stick. Don't bother taking this as a malvoker, though.

    • Power of Torment (DP) - Power: Mantle of the Infidel. One shot of combat advantage on a hit is okay.


  • Trickery - Sehanine, Garl Glittergold (FRPG), Oghma (FRPG), Sune (FRPG), Kol Korran (EPG), the Traveller (EPG). Evil: Lolth (core only), Beshaba (FRPG), Cyric (FRPG), the Mockery (EPG).
    • Trickster's Fortune (DP) - Channel. Applying a save penalty after-the-fact on an enemy's saving throw is nice, even without the ally-aiding kicker. You probably won't bother with this as a malvoker, though, and it's not as good as Perfect Torment.

    • Power of Trickery (DP) - Power: Avenging Light. A weak leader effect on a lousy power. It's a hat trick of bad.


  • Tyranny - Evil: Asmodeus (core/FRPG), Bane (FRPG), Tiamat (FRPG only).
    • Mastery of Tyranny (DP) - Channel. Bonuses to hit that you'll get to use every fight are worth the feat slot.

    • Power of Tyranny (DP) - Power: Divine Bolts. Applying a save penalty, hit or miss, on a multitarget power is quite useful and powerful. This one is more reliable than Sea, although it doesn't come with the alternate option to aid an ally.


  • Undeath - The Blood of Vol (EPG), the Undying Court (EPG). Evil: Vecna, Shar (FRPG).
    • Undeath's Ally (DP) - Channel. This is only useful for bloodying shenanigans.

    • Power of Undeath (DP) - Power: Grasping Shards. Scaling extra damage is helpful, but it's on a low-DPR power and trading away radiant to get necrotic is a major trade down.


  • Vengeance - The Spirits of the Past (EPG). Evil: Tiamat (core/FRPG), Loviatar (FRPG), the Fury (EPG).
    • Small Vengeance (DP) - Channel. Small indeed. Too situational, too weak.

    • Power of Vengeance (DP) - Power: Avenging Light. Conditional damage on a bad power is thoroughly mediocre, and this is strictly worse than Power of Strength.


  • War - Kord, Tempus (FRPG), Dol Arrah (EPG), Dol Dorn (EPG), the Spirits of the Past (EPG). Evil: Bane (FRPG), the Mockery (EPG).
    • Path of War (DP) - Channel. Be careful that everyone in the area actually wants this, but everyone with significant range will love you.

    • Power of War (DP) - Power: Visions of Blood. +1 to hit against unbloodied targets is perfectly reasonable if you use Visions of Blood routinely.

    • Avatar of War (DP) - Epic Destiny. Not made for you. At best, you get a boost to an off stat, and the abilities are nothing special


  • Wilderness - Corellon (core/FRPG), Melora, Mielikki (FRPG), Sheela Peryroyl (FRPG), Silvanus (FRPG), Arawai (EPG), Balinor (EPG). Evil: The Dark Six (EPG).
    • Grasp of the Wild (DP) - Channel. A controller channel? And it's actually good! Combine this with other effects (particularly dazing or slowing) to turn soft control into hard control.

    • Power of Wilderness (DP) - Power: Sun Strike. I cast "win chase through the forest". It's the perfect tool for a rare circumstance. I can't recommend this for everyone, but I'm sure there's someone who got to be a rockstar because of it.


  • Winter - The Raven Queen. Evil: Auril (FRPG).
    • Path of Winter (DP) - Channel. Lame.

    • Power of Winter (DP) - Power: Hand of Radiance. You lose radiant, but you gain cold and 2 damage on each target. In addition to the big damage boost and the ability to use frostcheese, with Lasting Cold you get to tag cold vulnerability onto an awful lot of enemies, enabling other frostcheese-using party members.



To do list:
  • A table of contents! Pref with anchor links

  • An eternal seeker guide

  • Multiclassing guide, with ideas for stuff worth poaching

  • Starter builds (including editing and formatting BRJN's stuff)

  • Skill powers! (D379)

  • Check the Channel Divinity articles from D384

  • A second pass on the religion guide, with prose and more advice

  • Some sort of overall blurb for heroic/paragon/epic powers

  • Better text for paragon paths and feats

  • A second pass on powers, especially low-level ones

  • Add direct anchor links where appropriate

  • Mention Winter Sovereign (D372)

  • Fix the search-replace error where I accidentally gave all the gods with wilderness domain war domain instead

  • Fix the sample builds, including a fear-based stunlocker

  • A pony




Lesp wrote a post on invoker hybrids. It is very wise. You should read it.

An idea


Lousy opening paragraph that needs rewriting

Gods are protective of their followers, wrathful to their enemies, and shake the world with their footsteps. Clerics and paladins get the first, avengers get the second, and invokers the third, reshaping the world according to their patrons' will. If blasting (lots of) enemies with the wrath of the gods, knocking your enemies to their knees and blinding them with your wrath, and directing the party to punish your enemies appeals to you, then Invoker is the class for you. If you want to play a truenamer, a Dragonlance mage, or Gandalf, you're probably in the right place. If you want to toss off Bible quotes out of context and shoot someone in the face, then you're definitely in the right place.




There are many powers in the world, for good or for evil. Some are greater than I am. Against some I have not yet been measured. But my time is coming. - Gandalf, in The Fellowship of the Ring

The change in the wizard's voice was astounding. Suddenly it became menacing, powerful, harsh as stone. A shadow seemed to pass over the high sun, and the porch for a moment grew dark. All trembled, and the Elves stopped their ears.
"Never before has any voice dared to utter the words of that tongue in Imladris, Gandalf the Grey," said Elrond, as the shadow passed and the company breathed once more.
"And let us hope that none will ever speak it here again," answered Gandalf.

What elements of power we wield! Truth unmixed with error, flashing as God's own lightning in its brightness, resistless if properly wielded, as that living flame! O what agencies! The Holy Ghost standing and pleading with us to so work that He may help us, the very earth coming to the help of the Lord Jesus Christ. And yet I am painfully impressed that we are not wielding the elements of Christian achievement nearly up to their maximum. - T. M. Eddy, reported in Josiah Hotchkiss Gilbert, Dictionary of Burning Words of Brilliant Writers (1895), p. 455.

Shame arises from the fear of men, conscience from the fear of God. - Samuel Johnson

Possible heroic power replacement: God is my strength and power: and he maketh my way perfect. - 2 Samuel 22:33


For paragon power section:
The change in the wizard's voice was astounding. Suddenly it became menacing, powerful, harsh as stone. A shadow seemed to pass over the high sun, and the porch for a moment grew dark. - The Fellowship of the Ring
Or flame of arnor? Or too much LOTR?
"And I know an eighteenth charm, and that charm is the greatest of all, and that charm I can tell no man, for a secret that no one knows but you is the most powerful secret there can ever be." - Mr. Wednesday, in American Gods, by Neil Gaiman


Paragon path: I must travel roads that will be dark and dangerous before the end of my long journey. - Raistlin, in DoAT


Epic destiny? or powers?:
Even our existences are brief and bounded. None of us will last longer than this version of the universe. - Destruction, in Sandman #48
"We all die. The goal isn't to live forever, the goal is to create something that will." - Grace, in Diary by Chuck Palahniuk
We rarely find anyone who can say he has lived a happy life, and who, content with his life, can retire from the world like a satisfied guest. - Horace



Judgement Has Arrived's at-will list: link

Fear the Gods's list

GelOct's deity/domain list

Nausicaa's list, Kaerius's reply


Also, some inspiring art.
[/spoiler]



art
more art
some more art
not exactly art

The scratch pad is boring at the moment.

Im quite a big invoker fan if you would like to farm out any of the power descriptions.
Placeholder.

It's kind of funny that I'm writing this. Just the other day I was arguing that Invokers are the weakest of the controllers. 


That's just silly; Psions and Seekers are the weakest controllers because each only has a half of a build released so far Wink

In all seriousness though, I've been thinking about playing around with Invokers a bit (I have almost no experience with them).  I've always thought of them as the weakest controller class, though Druids are probably weaker controllers (but the Druid class is, overall, stronger because they strongly express a secondary role).  But that assessment isn't based on any kind of in-depth analysis. 

Still, I like the idea of Malediction Invokers (specifically, getting access to stronger effects but paying a price for it).  As a ranged character, I don't imagine dazing yourself to stun everything around you would hamper you much, but then again it does make it impossible to both escape and attack if the enemy rushes you.  I'd be interested in hearing about how effective these "so powerful that it hurts to use them" powers are in actual combat.
Invokers get access to a daily area stun (save ends) at level 1.  That gives them a pretty decent argument at not being the weakest controller, at least at heroic levels.  This is the only stun (save ends) that can be used with a salve of power (AFAIK).  With the right items, feats and paragon paths, this can be cooking along at a decent penalty to saves and 5 or 6 blast area by level 11.

However, I think the best thing about invokers is actually the RPG opportunities it affords.  They are a blast to play...
D&D & Boardgames If I have everything I need to run great games for many years without repeating stuff, why do I need to buy anything right now?
I've argued that they are, if not the strongest controllers, then at least the most consistently powerful controllers. They can't match a wizard who's throwing dailies about, but their at-will and encounter powers are certainly topnotch. They can also take a semi-leader role by granting bonuses in a big way(see for example rain of blood, penant of heaven's armies, etc).
I gotta disagree on the relative weakness, as invokers more than any other controller class have encounter powers that function as weak daily powers. A wrathful invoker running Rain of Blood, Deadly Doubt, Fiery Glance, and Thunder of Judgment is throwing around large bursts that only hit enemies and daze, add +5 to attack rolls, or both.  Additionally, I disagree vis a vis secondary roles, as the preserver has the movement capabilities of a bard and the wrathful invoker can throw around hit bonuses like a tac lord.

What they do sort of lack is a tremendous number of optimization choices, especially prior to epic, since a lot of the feats stink and some of the divine item support is really weak.

As for the malediction powers, I played an invoker/devoted orator and loved the level 3 power words of ruin. With a large enough AOE, pushes, and positioning you could have them end the attack 7 squares away from you to totally obviate the penalty.
Minor notes -
In the Half-Elf section, you mention cleric and avenger implement powers as being usable without multiclassing, but that druid and shaman powers are more usable with multiclassing, presumably because of implement issues, but avengers and clerics use holy symbols, while invokers use rods and staffs. Druid is currently the only wisdom-based class that shares an implement with the invoker; a half-elf with high int can grab a wizard or artificer power, and one with high con can get a con-based warlock power, if they only want to bother with one implement.

It's not totally in the realm of crazy for a Malediction invoker to be Wis/Dex, if you're going into a paragon path that doesn't use con or int for anything (Adroit Explorer, Keeper of the Nine, Divine Oracle) and are willing to trade (vs. being int-based) some ritual casting ability for some initiative. Similarly, Wrathful invokers can consider dex over int as a tertiary stat.

Elf, simply because it has a Wisdom boost, merits mention in the list of races. It's certainly much better than Eladrin, and the racial power is very good. Longtooth Shifters and Kalashtar are probably in the same boat, although they have less that's really unique to reccomend them over any other +wis race. (Particularly Longtooth Shifters).

-----------

Regarding the hurt-yourself powers: They aren't categorically good or bad. Silent Malediction, the level 1 daily, is absurdly powerful. There are some others that, despite their drawbacks, aren't particularly powerful for their level at all.
Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer. Swanmay Syndrome: Despite the percentages given in the Monster Manual, in reality 100% of groups of swans contain a Swanmay, because otherwise the DM would not have put any swans in the game.
If you want i may help you to sort out powers, i've played a wrathful invoker till 25th level.
Maybe i'll sort out 1st level powers using the standard LDB power rank if you want
Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

Minor notes -
Druid is currently the only wisdom-based class that shares an implement with the invoker; a half-elf with high int can grab a wizard or artificer power, and one with high con can get a con-based warlock power, if they only want to bother with one implement.



The verdant staff works with shaman powers.  Cleric, avenger, and paladin implement powers can be used with a Staff of Divinity or at higher levels Pelor's Scepter.
What intrigues me about invokers and makes them the most likely of the controller classes I'd ever play is the unusually high level of synergy they have as a hybrid class with cleric.  If you're willing to invest heavily in your defenses, a dwarven hybrid cleric/invoker can easily have defenses to rival the party defender.  Plus what you give up is (relatively) minor; the AC choices between the two classes as identical, you still get the covenant, and you've got a 1/day minor heal to stash up your sleeve.  At the cost of a feat you can get either Turn or Rebuke Undead back.

Once you look at powers, you can easily approach the level of healing and control of either individual class with the right power selection.  Divine Power's Shield Cleric becomes your new best friend for inflicting status ailments.  The only down side is your damage potential takes a nose dive, but that's why you keep strikers around, right?
This is my pick for powers, i miss domains so i may get wrong on at-wills

At wills

Avenging light (black): situational, but it's saved from a worse rank for the basic attack kicker. I think that sun strike is reasonably better though. It also targets fortitude
Divine bolts (black): again, it suffers from the direct competitor, hand of radiance which imho is strictly better.
Grasping shards (violet): attacks fortitude and deals low damage. Slow is a good condition in the heroic tier, but i prefer vanguard's lightning and i'll write about that below
Sun Strike (blue): better than avenging lights, quite controllerish and nice damage for a basic attack
Vanguard's lightning (black): strictly better than grasping shards it allows repositioning for your allies. Blue for Preserving invoker.
Hand of radiance (skyblue): i love this power, moon domain actually makes it a debuffing powerhouse
Mantle of the infidel (black): medium damage, leader-ish condition. I don't like this power but it could be useful in the hands of a preserving invoker.
Visions of blood (black): better than vanguard's lightning for wrathful and malediction invoker, who can sustain a little more beating. -1 to all defenses isn't pure gold but it's useful.

1st level encounter
Astral terror (black): friendly-aoe, helps repositioning, mediocre damage but it's not that bad
Blades of astral fire (black): again a friendly foe light damage prayer. Preservers make friends nearly unhittable for 1 round, the kicker makes this power blue for them.
Spear of inquisitor (violet): i love the immobilizing condition and the damage is good but the single target-thing doesn't attract me. Thunder of judgement is strictly better, even if you aren't a wrathful.
Thunder of judgement (blue): target fortitude but dazed is very harsh. Wrathful adds pushing to the damage feature, dazed+out of combat is really good. Skyblue for them
Forceful Denunciation (black): top damage for this level, friendly aoe... pity for the blasting range. Blue for the added forced movement for preserving invokers
Lightning Revelation (blue): basically it's visions of blood on steroids. Totally skyblue for wrathful invokers, -4,-5 to all defenses means autohit. Good damage to boot, but it also target allies so pay attention
Summons of justice (violet): the only thing that ruins this power is the close burst range. Bad design imho, i would love to pull controllers and skirmishers prone at my defender's feet.
Whispers of defeat (blue): this is controlling. Basically it's a disguised stun effect. Skyblue for malediction invokers.

1st level dailies
Angelic Echelon (violet): whispers of defeat is better and it's an encounter power
Binding Invocation of chains (black): dealing no damage is a huge setback for a daily but some likes the slowing and burst 10 is a very good range
Purging Flame (violet): only for striker-lite builds, i just don't like it
Summon Angel of Fire (blue): a good summon, it expands your options and deals heavy damage on oppurtunity attacks.
Crown of retaliation (violet): not enough damage to stop a solo, i think it's a soft option
Execration (black): your most damaging daily, and this is all: damage.
Invocation of ice and fire (blue): OK... Blast 5 is huge and cold+fire association usually means you get one vulnerability and one immunity. So it may be good. It would be skyblue but it's not a friendly aoe
Silent Malediction (skyblue): stunning (save end)? What? There's no way you can choose another power at this level, autopick.
Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

That's just silly; Psions and Seekers are the weakest controllers because each only has a half of a build released so far


DDI-only classes don't count. XD

My point in the argument that doing damage and controlling space is more important than inflicting status or dipping into the leader's space. This isn't to say that I don't like invokers or think that they're weak, just that I think that wizards and druids bring more to a group. "They're the weakest controller class but not the weakest at control" is a good description of my feelings.

Elf, simply because it has a Wisdom boost, merits mention in the list of races. It's certainly much better than Eladrin, and the racial power is very good. Longtooth Shifters and Kalashtar are probably in the same boat, although they have less that's really unique to reccomend them over any other +wis race. (Particularly Longtooth Shifters).



Elves are in my notes but not on the current version of the actual guide; I've got them down as a blue choice because of the utility of dex. Eladrin are on the bubble; I really want to just drop them, but I'm playing an eladrin wizard and fey step keeps saving me time and again.

Incidentally, go make builds! I need sample builds to link, and I am way too lazy to make them myself.

Also for help on dieties and domains I have a list you can copy here.  You might want to include a list of what domains help what at wills in your at will sections.
Invokers are divine ranged controllers who rely on wisdom and one of intelligence or charisma.


I believe you mean "intelligence or constitution".  No?
Intro Invoker build #1
Cannoneer.  This character's job is to stand a bit behind the Defender and shoot up whoever is coming their way.

Dwarf
Covenant of Wrath

WIS 20 (after racial)
CON 15
INT 13

at-wills
Hand of Radiance
Mantle of the Infidel
e1
Lightning's Revelation
d1
Invocation of Ice and Fire

Tactics:
- Hand of Radiance can be used on any 3 targets on the board - front, back, sides, across the room, whatever.  You can cover a retreat by shooting behind you, or do something about it if your group is getting surrounded.  You can also shoot three different targets (say, one goblin, one hobgoblin, and one bugbear) to find out if any of them are minions.
- Mantle of the Infidel, along with Magic Missile, have the longest range of any at-will in the game.  If you are not in some crowded dungeon, use this to your advantage.  When you decide to build yourself a customized home base later on, be sure to provide one long straight hallway (30+ squares) with an arrow slit at one end and drop-able caltrops near the entrance - so you can MotI unwanted guests in the foyer all day while they try to get away.  Also, if you hit the guy your Defender just marked, he will not be able to hit you and your friends next turn.
- Lightning's Revelation will, for you, get a -2 to target defenses.  This may not create an auto-hit but it will sure help.  Follow up with Hand of Radiance on the same targets.
- Place an Invocation of Ice and Fire in the square just ahead of where your Defender is standing.  Anybody who wants to melee with him will get frozen and toasted to do it.  Keeps minions away so the Defender can concentrate on Lieutenants or BBEGs - assuming they will come over to where you are.  Note that the zone cannot be moved.  Also, since this power is sustainable, you can place it on a bridge or other terrain the enemy WANTS to come through, and 'hold the pass'.  If you carefully construct the blast zone - diagonally to the grid - you can be sure that speed=6 enemies will spend one, maybe even two, turns moving through it.

Best complements I have yet received:

Show

Making it up as I go along:

{BRJN} If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream. In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to.

{Lord_Karsus} You know, I like that better than the explanations for the Spellplague.

 

Prepped ahead of time:

I started the thread "1001 Failed Interrogation Results" (which seems to have faded into that great electronic goodnight, alas)

{ADHadh} These are all good and make sense! I just can't come up with something that's not covered here and is not completely ridiculous.

 

My 4e characters:

Show

Active:

LFR Half-elf StarLock8 Gondolin Nightstar

AoA Dwarf Guardian Druid8 Narvik from House Wavir

Character Ready-to-go:

Neverwinter Dwarven Invoker / Heir of Delzoun, worships Silvanus (!) "Truenamer" - speaks Words of Creation

Concepts I'm kicking around:

"Buggy" Wizard - insect flavor on everything.  His DMPC version is going to become a Lamia.  Becauae lichdom is so cliche.

Halfling Tempest Fighter - just because nobody else is doing it

Shifter Beast-o-phile Druid - for Nentir Vale campaign

Intro Invoker build #2
"Truenamer"  This build uses close blasts and bursts to simulate speaking Words of Power.

Human
Covenant of Malediction

at-wills
Visions of Blood
Vanguard's Lightning
Grasping Shards
e1
Whispers of Defeat
d1
Silent Malediction

necessary equipment: chainmail because you will have to get up close!


Tactics:
This build will need a lot of help to pull things off - you need to be by yourself because your powers are party-unfriendly, you want to get in close, then you want to run away and let the enemies beat on somebody else.
At L1, use Vanguard's Lightning and Grasping Shards as the Cannoneer above, reserving Visions of Blood for if a melee artist gets in your face.
- Whispers of Defeat can help your Defender and/or melee Striker avoid getting hurt.  It also punishes the unlucky enemy for trying.
- Save your Silent Malediction for BBEGs and when the rest of the party is ready to unload on him.  Make sure everybody with action points available is ready to use them when your target(s) stand around doing nothing.


At L2, take Divine ProtectionYou are going to need it.  It will allow you to run out of the middle of angry crowds that you just did something nasty to.

The following tactic is not PC-legal using the canon deities:
Take the Channel Divinity feat Screaming Madness.  At L9 take Fourfold Invocation of Doom.  Make sure you have REALLY good defenses, then run into the middle of the room and unload both powers in the order listed.  All minions present will beat the stuffing out of you and then sweep themselves.

Best complements I have yet received:

Show

Making it up as I go along:

{BRJN} If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream. In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to.

{Lord_Karsus} You know, I like that better than the explanations for the Spellplague.

 

Prepped ahead of time:

I started the thread "1001 Failed Interrogation Results" (which seems to have faded into that great electronic goodnight, alas)

{ADHadh} These are all good and make sense! I just can't come up with something that's not covered here and is not completely ridiculous.

 

My 4e characters:

Show

Active:

LFR Half-elf StarLock8 Gondolin Nightstar

AoA Dwarf Guardian Druid8 Narvik from House Wavir

Character Ready-to-go:

Neverwinter Dwarven Invoker / Heir of Delzoun, worships Silvanus (!) "Truenamer" - speaks Words of Creation

Concepts I'm kicking around:

"Buggy" Wizard - insect flavor on everything.  His DMPC version is going to become a Lamia.  Becauae lichdom is so cliche.

Halfling Tempest Fighter - just because nobody else is doing it

Shifter Beast-o-phile Druid - for Nentir Vale campaign

Invokers are divine ranged controllers who rely on wisdom and one of intelligence or charisma.


I believe you mean "intelligence or constitution".  No?


...

Wow, I suck. I'll fix that.

BTW, thanks to those who posted power lists, and I'll be taking the advice (although not necessarily exactly verbatim). In particular, thanks to BRJN for the builds (mind if I clean those up and give you credit?) and GelatinousOctahedron for both the domain list and the Ginzu thread (which I was planning to steal for ideas when I got to items). 
This is my pick for powers, i miss domains so i may get wrong on at-wills

At wills

Avenging light (black): situational, but it's saved from a worse rank for the basic attack kicker. I think that sun strike is reasonably better though. It also targets fortitude
Divine bolts (black): again, it suffers from the direct competitor, hand of radiance which imho is strictly better.
Grasping shards (violet): attacks fortitude and deals low damage. Slow is a good condition in the heroic tier, but i prefer vanguard's lightning and i'll write about that below
Sun Strike (blue): better than avenging lights, quite controllerish and nice damage for a basic attack
Vanguard's lightning (black): strictly better than grasping shards it allows repositioning for your allies. Blue for Preserving invoker.
Hand of radiance (skyblue): i love this power, moon domain actually makes it a debuffing powerhouse
Mantle of the infidel (black): medium damage, leader-ish condition. I don't like this power but it could be useful in the hands of a preserving invoker.
Visions of blood (black): better than vanguard's lightning for wrathful and malediction invoker, who can sustain a little more beating. -1 to all defenses isn't pure gold but it's useful.


I'd say divine bolts are blue, if nothing else for its synergy with mark of storms, and power of skill(making it the only ranged basic attack to target multiple enemies, great if your party has an RBA granter).
I also consider grasping shards to be blue, simply because it's an at-will AoE slow(damage is low, but on the other hand it's radiant). In any case it doesn't deserve purple.
Moon domain for hand of radiance isn't that awesome... it debuffs reflex, which isn't bad, but not that much of a powerhouse, unlikely to aid the strikers much. Winter domain is great in a party that has frostcheese though(even if you don't invest in frostcheese).
Visions of blood might also deserve blue. It can slow with earth domain(as well as having good effects from a couple of evil domains, darkness and tyrany IIRC), and of course it's psychic, so goes nicely with psychic lock. It's also the only choice of at-will the invokers get that they can safely use if they get stuck in melee(baring equipment/divine protection that makes them not provoke OAs).
Invokers do have another close blast at-will in the PHH Astral Wind; while it has no domain support and targets fort, it pushes and offers slight retributive damage if they reapproach you.

It's worth noting on the domain feats that all of them that just add damage are traps. The ones that add damage and convert the damage type are traps unless you're taking advantage of the new damage type somehow. It's never worth a feat to marginally boost the damage of one of your at-wills. (It's a real shame, because, like, half of the domain feats fall into this category.)
Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer. Swanmay Syndrome: Despite the percentages given in the Monster Manual, in reality 100% of groups of swans contain a Swanmay, because otherwise the DM would not have put any swans in the game.

I'd say divine bolts are blue, if nothing else for its synergy with mark of storms, and power of skill(making it the only ranged basic attack to target multiple enemies, great if your party has an RBA granter).
I also consider grasping shards to be blue, simply because it's an at-will AoE slow(damage is low, but on the other hand it's radiant). In any case it doesn't deserve purple.
Moon domain for hand of radiance isn't that awesome... it debuffs reflex, which isn't bad, but not that much of a powerhouse, unlikely to aid the strikers much. Winter domain is great in a party that has frostcheese though(even if you don't invest in frostcheese).
Visions of blood might also deserve blue. It can slow with earth domain(as well as having good effects from a couple of evil domains, darkness and tyrany IIRC), and of course it's psychic, so goes nicely with psychic lock. It's also the only choice of at-will the invokers get that they can safely use if they get stuck in melee(baring equipment/divine protection that makes them not provoke OAs).



divine bolts imho could be blue for the power of skill which i forgot (but i wrote it :D)
Grasping shards targetting fortitude and dealing pesky damage... I just don't like it, even if it's radiant unless you're a human wrathful. However Man in black will decide it on his own.
Visions of blood is blue for malediction and wrathfuls... i just used malkonnen's way to rank prayers^^

Edit: what about encounters and dailies? I knew that skipping domains was a bad idea but i didn't have the books with me.

Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

However Man in black will decide it on his own.


I <3 lively debate, though. Having a good discussion to read / link / rip off is always helpful.

Races are done, and should have no major omissions. Is there any Dragon racial feat support I should be aware of?

I'm sketching out the PP section, any input there would be handy. I know about Divine Oracle, Radiant Servant, and Morninglord.

I need to remember to add an explanation of the Radiant Mafia. Is there a guide to abusing radiant vulnerability anywhere?
Githzerai get a number of pretty nice feats in Dragon, but nothing that synergizes so crazy well with being an invoker that I'd really say that they're anything but very solid blue. (Most relevant feat for being an invoker is +1 to all forced movement; they've also got some take-able general and defensive feats.) Their racial paragon path is reasonably for Invokers to be worth considering, though you can probably do better. (The encounter power is fantastic, the features are not.)
Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer. Swanmay Syndrome: Despite the percentages given in the Monster Manual, in reality 100% of groups of swans contain a Swanmay, because otherwise the DM would not have put any swans in the game.
Githzerai get a number of pretty nice feats in Dragon, but nothing that synergizes so crazy well with being an invoker that I'd really say that they're anything but very solid blue. (Most relevant feat for being an invoker is +1 to all forced movement; they've also got some take-able general and defensive feats.) Their racial paragon path is reasonably for Invokers to be worth considering, though you can probably do better. (The encounter power is fantastic, the features are not.)



Which Dragon? My access to Dragon stuff is intermittent, on a group-mate's comp.
Dragon 378. There's actually two articles, their premiere and then another with some narrower feats and a PP.
Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer. Swanmay Syndrome: Despite the percentages given in the Monster Manual, in reality 100% of groups of swans contain a Swanmay, because otherwise the DM would not have put any swans in the game.
Dragon 378. There's actually two articles, their premiere and then another with some narrower feats and a PP.



I'll check it out. I think I've seen the PP before; it's Rrathmal, right?

In particular, thanks to BRJN for the builds (mind if I clean those up and give you credit?). 


Go right ahead !  (See also below.)
I haven't figured out feats or equipment yet, so everybody else is welcome to help build a better character.

I really have a hard time looking at an L30 build and figuring out what it does (this is what I get for borrowing my rulebooks from the Public Library {I'm a non-Money mouth} ) but I have lots of notes for L1 starter characters I might want to play.

other Heroic Level powers:
Truenamer
L2 Divine Protection (run away without fear of opportunity attacks)
L3 Word of Ruin (daze and slow everybody - including yourself - to set up friends' AoE or Action Point)
L5 Lamentation of the Wicked (party gets extra damage if CA, for rest of encounter)
L6 Shield of Light (mess up enemy hitting your ally)
L7 Trumpet of Celestia (penalize enemy to-hit rolls; relief for your local Defender)
L9 Fourfold Invocation of Doom (fills room; beats getting up close and personal like the rest of this list)
L10 Enunciation (bigger bursts and blasts)

I noticed that the Truenamer can masquerade as a Cannoneer until L3+ because there aren't enough close zzz at-wills.

Cannoneer powers
L2 Miraculous Fortune (damage reduction 1/encounter - just in case you get stuck out in front)
L3 Chains of Carceri (keep people in the area and call the Wizard for an AoE)
L5 Blade of Vengeance (mobile longsword that does the fighting for you.  Sustain minor allows you to drop more stuff on enemys' heads while the blade stabs them in the back)
L6 Solid Fog (a way to keep people away and mess up archery? Count me in.)
L7 Rain of Blood (enemies get Vulnerable 5 and allies get +to-hit)
L9 Herald the Storm Unleashed (movable sustainable zone that does damage when you leave it, so move it off enemies and then back on.  Not party-friendly)
L10 Word of Urgency (get ally out of the way of any of the above)

Best complements I have yet received:

Show

Making it up as I go along:

{BRJN} If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream. In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to.

{Lord_Karsus} You know, I like that better than the explanations for the Spellplague.

 

Prepped ahead of time:

I started the thread "1001 Failed Interrogation Results" (which seems to have faded into that great electronic goodnight, alas)

{ADHadh} These are all good and make sense! I just can't come up with something that's not covered here and is not completely ridiculous.

 

My 4e characters:

Show

Active:

LFR Half-elf StarLock8 Gondolin Nightstar

AoA Dwarf Guardian Druid8 Narvik from House Wavir

Character Ready-to-go:

Neverwinter Dwarven Invoker / Heir of Delzoun, worships Silvanus (!) "Truenamer" - speaks Words of Creation

Concepts I'm kicking around:

"Buggy" Wizard - insect flavor on everything.  His DMPC version is going to become a Lamia.  Becauae lichdom is so cliche.

Halfling Tempest Fighter - just because nobody else is doing it

Shifter Beast-o-phile Druid - for Nentir Vale campaign

Dragon 378. There's actually two articles, their premiere and then another with some narrower feats and a PP.



I'll check it out. I think I've seen the PP before; it's Rrathmal, right?

There's actually two; Storvakal, the one I was thinking of, is the other. (Invokers won't make tons of use of the most killer Rrathmal feature, the shifting to follow enemies, but can use the powers all right.) Neither of the paragon paths are awesome for Invokers; they're not bad choices, but I wouldn't likely take either over a class PP. (Invokers have a slight preference for Divine PP, since only those trigger their convenants. It's a very minor thing, though.)

Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer. Swanmay Syndrome: Despite the percentages given in the Monster Manual, in reality 100% of groups of swans contain a Swanmay, because otherwise the DM would not have put any swans in the game.
More progress. I've got the at-wills rated, with about half of the domains covered. Currently, they're sitting in this placeholder post until I get all of the domains checked and the formatting sorted.

Any thoughts on the at-wills or paragon paths? I'm going against some of the established wisdom, so I'd like some fact-checking. 

Incidentally, what's the type on Astral Wind, from PHB Heroes 2? I wrote down everything but the damage type.

I'd say divine bolts are blue, if nothing else for its synergy with mark of storms, and power of skill(making it the only ranged basic attack to target multiple enemies, great if your party has an RBA granter).



Incidentally, while I'm rating Divine Bolts and Hand of Radiance both blue, I figure that if the Watermelon Fling at-will is terrible unless you take Melon Mastery, a feat that only certain builds will take, I'm on safe ground rating Watermelon Fling as black or red because most invokers aren't melon-focused. Therefore, the RBAs aren't rated for their value with warlords (although that value is noted), Visions of Blood isn't rated for Psychic Lock use, etc. I've noted that synergy, but if most builds won't take it I don't include it in the rating.

Incidentally, while I'm rating Divine Bolts and Hand of Radiance both blue, I figure that if the Watermelon Fling at-will is terrible unless you take Melon Mastery, a feat that only certain builds will take, I'm on safe ground rating Watermelon Fling as black or red because most invokers aren't melon-focused. Therefore, the RBAs aren't rated for their value with warlords (although that value is noted), Visions of Blood isn't rated for Psychic Lock use, etc. I've noted that synergy, but if most builds won't take it I don't include it in the rating.



I agree with this. But for instance vanguard's lighning is strictly better for preservers than for wrath/malediction invoker. At will friendly aoe-ing is good, but there's difference between a decent AoE (for wrath/male) and a powerful aoe isn't it?

Chauntea/Lathander/Torm Cleric since 1995 My husband married a DM - καλὸς καὶ ἀγαθός

IMAGE(http://www.nodiatis.com/pub/14.jpg)

I agree with this. But for instance vanguard's lighning is strictly better for preservers than for wrath/malediction invoker. At will friendly aoe-ing is good, but there's difference between a decent AoE (for wrath/male) and a powerful aoe isn't it?



While VL is strictly better for preservers, it's still great even if you're not getting the kicker. Non-human invokers will most likely be getting one of Divine Bolts/Hand of Radiance and Vanguard's Lightning. I really can't justify Grasping Shards or Visions of Blood for most builds or parties, nor can I justify two different shoot-a-dude at-wills. (You end up too much like a striker, where you use the good one all the time and the other not at all.)
Unless your DM really loves clumping enemies up to an absurd degree, Hand of Radiance will nearly always be better at hitting more targets than Vanguard's Lightning, since it doesn't rely on them being clumped, and you never risk hitting an ally. It is without question the best invoker at-will, and should be taken essentially always. (I'd make an exception if you're specifically cheesing out Divine Bolts.) In general, unless they're some combination of party-friendly, very large, or you have a plan to make them very large, area attacks will in most cases be able to hit fewer target. Hand of Radiance is typically better than an area burst 1. The "dream case" advantage of being able to hit 4+ enemies with your at-will is rare enough that the added advantage is pretty minimal. Additionally, once you have a few encounter powers, typically by the time you're getting to your at-will powers the majority of the minions will already be dead. Don't get me wrong; Vanguard's lightning is a very good at-will, especially with feat support (Mark of Storm being the important one), but being able to hit a few guys standing next to each other is worse than being able to hit a few guys standing anywhere.

In defense of the close powers, they have two reasonable benefits; they're safe to use without provoking, and you almost certainly want at least one of them if you're a member of the extremely good Devoted Orator PP.

Mantle of the Infidel warrants attention in my mind because it's, by a reasonable margin, you're best option for repeated spamming on a solo monster. Since that's often when the at-wills come out, once everything else is dead (particularly agains MM1 solos, which are giant sacks of HP) that outlast their support by many rounds), having something to do in that situation that isn't just "my feeble damage" can be relevant. (Though the incremental advantage of applying another -2 isn't that big of a deal.) It also targets will, which is marginally advantageous. (Once you get psychic lock, if you do, Visions of Blood is pretty much just better, though.)

Astral Wind has no damage type associated with it.
Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer. Swanmay Syndrome: Despite the percentages given in the Monster Manual, in reality 100% of groups of swans contain a Swanmay, because otherwise the DM would not have put any swans in the game.
Lesp, you make a good point about VL. I will give it more thought as I do the domains. I'm not entirely convinced about MOTI; MM solos are all punching bags. Optimizing to beat fights which aren't actually hard isn't a good investment, and the way to optimize against solos is not to optimize conditional disadvantages but to optimize your damage.

In defense of the close powers, they have two reasonable benefits; they're safe to use without provoking, and you almost certainly want at least one of them if you're a member of the extremely good Devoted Orator PP.


If I shift the required power from VL to DB/HOR, then that opens up a bit more space for the close bursts. They're just so hard to use without torching the party, though.

Astral Wind has no damage type associated with it.


Lame. That's not worth taking at all, then.