Hammer of Vengeance (PH3)

"Your crimes have been recorded in the runes. Now it is time to forge your doom."

Prerequisite: Runepriest

Runepriests study not only the divine runes and the craft needed to shape them, but also the history and story behind each rune. Many runes have been lost over the centuries, usually due to the acts of demons, devils, and primordials. Some runepriests swear to avenge these wrongs, dedicating themselves to crushing those who would stand against the gods. You are one of these runepriests.

Your rune-enhanced prayers harm those who injure your allies. Those fool enough to incite your anger soon learn the error of their ways.

Dragonborn and minotaur runepriests are the most common followers of this path. Both races have developed a keen sense of vengeance for past crimes, and thus this path fits them well.


    Avenging Action (11th level): When you spend an action point to take an extra action, enemies take radiant damage equal to your Constitution modifier when they make attacks while they’re within 5 squares of you and damage your allies with those attacks. This effect lasts until the end of your next turn.
    Bloody Vengeance (11th level): Whenever you enter a new rune state, you can enter the rune state of vengeance instead. When any ally hits an enemy adjacent to you while you are in this rune state, you can make a melee basic attack against that enemy as an immediate reaction. This rune state then ends.
    Inescapable Vengeance (16th level): When you make a melee basic attack granted by your Bloody Vengeance path feature, you gain a +1 bonus to the attack roll and a bonus to the damage roll equal to your Constitution modifier.

Hammer of Vengeance (PH3) Attack 11Avenging Hammer

Your assault scores a deep wound, and your foe will earn itself another if it continues to harm your friends.

Encounter        Divine, Runic, Teleportation, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage. If the target deals damage to any of your allies before the end of your next turn, you regain the use of this power. You can regain the use of this power only once per encounter.

  Rune of Destruction: If the target hits or misses a bloodied ally before the end of your next turn, you can make a melee basic attack against the target as an immediate reaction.

  Rune of Protection: If the target hits or misses a bloodied ally before the end of your next turn, you can teleport the target to a square adjacent to you as an immediate reaction.

Hammer of Vengeance (PH3) Utility 12Shield of Vengeance

Your enemy attacks your ally, but with a quick prayer, you turn its aggression against it.

Encounter        Divine
Immediate Reaction      Close burst 5

Trigger: An enemy attacks your ally

Target: The attacked ally in the burst

Effect: The target gains both combat advantage and a +5 bonus to damage rolls against the triggering enemy until the end of your next turn.

Hammer of Vengeance (PH3) Attack 20Vengeance's End

Your enemy has visited enough damage upon you. Divine energy wreathes you in radiance as you strike to put an end to its villainy.

Daily        Divine, Radiant, Reliable, Weapon
Standard Action      Melee weapon

Requirement: You must be bloodied.

Target: One creature

Attack: Strength vs. AC

Hit: 5[W] + Strength modifier radiant damage. Reroll all of these damage dice that roll a 1 or a 2, and continue rerolling until you roll higher than 2 on all the dice.

Published in Player's Handbook 3, page(s) 112.