Divine Hand

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

Prerequisite: Invoker

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

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

DIVINE HAND PATH FEATURES

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

Divine Hand Attack 11Harvest the Craven

You call terror down on your foes. They fear to remain alone.

Encounter        Divine, Fear, Implement, Psychic
Standard Action      Area burst 2 within 10 squares

Target: Each enemy in the burst

Attack: Wisdom vs. Will

Hit: 2d6 + Wisdom modifier psychic damage. Until the end of your next turn, the target is slowed, and it takes a -2 penalty to all defenses when it is not adjacent to another enemy.


Divine Hand Utility 12Tenor of Wrath

The sky darkens and the ground trembles as you manifest your god’s terrifying presence.

Daily        Divine, Fear, Zone
Minor Action      Close burst 5

Effect: The burst creates a zone of fear that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. If willingly entering a square within the zone would bring an enemy closer to you, entering that square costs the enemy 1 extra square of movement.

Sustain Minor: The zone persists.


Divine Hand Attack 20Cascade of Fear

You raise your implement high and speak words of portent, assuring your foes of your god’s wrath and sending them sprawling in fear.

Daily        Divine, Fear, Implement, Psychic
Standard Action      Close blast 5

Target: Each enemy in the blast

Attack: Wisdom vs. Will

Hit: 2d8 + Wisdom modifier psychic damage, and the target is knocked prone and dazed (save ends). The target takes a penalty to saving throws against this effect equal to your Constitution modifier.

Miss: Half damage, and the target is knocked prone.


Published in Divine Power, page(s) 73.