Azorius Dedicate (4e Theme)

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Azorius Dedicate

Bringing order from chaos - that is the mission of the Azorius Senate. The Azorius believe that without civilization and the legal code that governs it, society would crumble and life would descend into disarray. The Senate's ultimate goal is the perfection of society. They want to protect the innocent and foster a community of peace and harmony. A society's values, they contend, are reflected in the laws it creates. Something is good if it is lawful. As a member of the Azorius, you believe above all that it is your duty and obligation to enforce the law. You carry this weighty responsibility with stoic pride, and you work tirelessly to uphold and honor your values and the law in all aspects of life. You are aware that the forces of evil work just as tirelessly as you to bring about chaos and destruction, so you must never falter in your beliefs, or else society as you know it could crumble. As a member of the senate, you are a force for order, charged with fighting crime and evil.


Members of the Azorius Senate are typically lawful or lawful/good in nature.

Class Prerequisites

None. Roles that find themselves at home within the Senate are Defenders and Leaders. Classes that tend towards the Azorius Senate are Fighters, Paladins, Clerics, and Wizards. It is rare to find Warlocks, Rogues, Barbarians, Druids, and Shamans within the senate, but they do exist.

Race Prerequisites

None. The Senate primarily consists of Humans, Dwarves, Dragonborn, and elves; however, they are never completely exclusive of any one race. All are welcome, as long as they can prove their commitment to the law.

Associated Skill: None.

Starting Feature

As a member of the Azorius Senate, you are equipped with a "Badge of the Azorius". Brandishing your badge can cause enemies to cower in fear.


You gain the Expunge the Wicked power.

Expunge the Wicked Azorius Dedicate Attack 1
You brandish your Badge of the Azorius, and enemies flinch at the sight of it.
Encounter Star.gif Fear, Martial
Minor Action Close Burst 2
Requirement: You must have your Badge of the Azorius on your person.
Target: Each enemy in the burst
Attack: Your highest ability modifier + 2 Vs. Will

Level 11: Your highest ability modifier + 4 Vs. Will

Level 21: Your highest ability modifier + 6 Vs. Will

Hit: The target takes a -2 penalty to attack rolls until the end of your next turn.

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Additional Features

Level 5 Feature

As a member of the Azorius Senate, your ability to notice crime or identify a potential wrongdoer is paramount.


You gain a +2 power bonus to Perception and Insight checks.

Level 10 Feature

You have proved your devotion to the Azorius and the law, and you are now a recognized force for order and good within the Senate.


You can request food and lodging for yourself and your traveling companions from any inn, tavern, noble household, or institution affiliated with the Azorius Senate. Your request for hospitality will be honored in all but the most unusual circumstances. Additionally, you can use your Expunge the Wicked power twice per encounter.

Optional Powers

Stop Criminal! Azorius Dedicate Utility 2
An enemy attempts to escape your grasp but you stop them in their tracks.
Encounter Star.gif Martial, Weapon
Immediate Interrupt Melee 1
Trigger: An enemy adjacent to you shifts
Target: The triggering enemy
Effect: The enemy is knocked prone instead.

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Bloodied Conviction Azorius Dedicate Utility 6
Your unwavering faith in the law remains resolute even when you're in great danger.
Daily Star.gif Healing
Immediate Reaction Personal
Trigger: You are bloodied by an enemy's attack
Effect: You spend a healing surge, and gain a +2 power bonus to all defenses until you are bloodied again or until the end of the encounter, whichever comes first. Additionally, enemies cannot gain combat advantage against you until the end of your next turn.

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Senate's Interdiction Azorius Dedicate Utility 10
With a firm voice and a sure strike, you condemn your enemy to the full penalty of the law and punishments from the Senate.
Encounter Star.gif Fear
No Action '
Trigger: You hit an enemy with an attack
Target: The enemy you hit
Effect: You mark the target, and it is immobilized until the end of your next turn. Allies also gain a +2 power bonus to attack rolls against the target until the start of your next turn.

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