1st off, this isn't viable against teams that stack health / get priests at level 1. If your opponents are going run speed / tech and gear / consumables this build will explode on them before they get a chance to burst you down. So lets continue.
1. pentinence
2. devine justice
3. raise dead ward 1
4. pentinence 2
5. soul power
6. raise dead ward 2
7. raise dead ward 3
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You will forgo citadel upgrades with this oak. You will need a QoT or TB allie to buy them for you and allow yourself to be well equiped early on.
items, FAVOR = anklets of speed (you need to catch your opponent in order to hit them)
starting
scaled helm || 550
banded armor || 550 || 1100
-- 1st visit to base (at 2000 gold)
hauberk of life || 1750 || 2850
teleport scroll || 250 || 3100
-- 2nd visit to base (at 3550 or 3300 if you didn't use your TP scroll)
Note: if you are doing well and have saved 4450 - 4700 gold pick up a wand of speed either before you return for slayer wraps, or all in 1 go
slayer wraps || 3300 || 6400
wand of speed || 1250 || 7650
HOW to play this build:::
level 1 - 2 you are staying behind creeps, using pentinence and a partner to push out any players in your lane. It's important to coordinate, if you go solo your HP will be destroyed, and if they are to low even divine justice can't keep you in your lane. Use divine justice for mana replenishing reasons and to push your creeps forward.
At 3 you can start using your minions to push around the enemy a bit. They are easily replenishable, and soul power isn't in effect yet so there dps is needed.
4 - 7 you use pentinence and minions to get lanes to yourself. Once you reach 7 and get 7 minions out on the field, you send those 7 active minions to your crystal to preserve your + 60 bonus damage. At this time you need slayer wraps, possible a wand of speed as well.
In a perfect world you will now have around 300 - 500 base damage reduced by armor to about 250 per hit, with crits in the 500 range at level 7. The concept behind this build is only use your spirits to help you get to 7, and once you reach 7 keep them at the crystal to ensure they are always alive, and thus always giving you a damage boost. With this build finding a DG that is on the front lines and below full life, you come fast into them, pentinence and then beat them with an axe untill they die.
Most people will just rage quit after being crit for 500 at level 7... but for those that stay through the game, you continue building as follows
8 pentinence 3
9 shield 1 \ surge of faith (depends on your unique needs)
10 pentinence 4
11 raise dead ward 4 (get those extra minions back to base for an additional +20 damage)
12 surge of faith \ shield 1 (whatever you didn't get at 9)
13 shield 2
14 shield 3
15 surge of faith 2
16 surge of faith 3
17 18 19 and 20 distribute your points where you feel you need them.
This build is arguable, many don't like how the minions are only there to boost damage. Personally, the damage boost is significant because you can get it so early. Once you get surge of faith your attack speed gets amazing. This build is heavily item dependant though, so I will list the late game items.
Narmoth's ring
Cloak of Flames (mana does become a problem when you get shield, you need this)
Cloak of elfin kind (for fun, the game won't last this long)
if the game is still going => mage slayer into ashkandor replacing your weakest items.
Final Note: You need a good team or to play against total noobs to pull this build off. It is only viable when your teamates understand what your going for. Joining a game and rushing this build will only give you a good time if you can ensure your opponents wont tripple push a lane, and perma stun you in some way that you have no way to escape by running.