Prestige Classes


"I cannot stand by while wickedness spreads, while the fiends destroy our families and our lives. The time for prayer is past. Now is the time for action!"

-Camren Lighbringer, Hellreaver

Devils and their ilk can go only so far before their actions demand a response. At some point, a devil will destroy enough lives that someone has to take a stand. That someone is often a hellreaver - a warrior whose outrage at the actions of the fiends and their ability to corrupt and seduce without consequence fuels an array of combat abilities. These potent options make these warriors tremendously effective combatants of the baatezu.


Though entry into this prestige class demands cross-class skill point expenditures, barbarians gain the most by taking levels in this prestige class. A barbarian's rage ability works well with the holy fury abilities granted by the hellreaver class. Likewise, paladins who become hellreavers find that the class features complement their paladin abilities even though it means abandoning their former class. Good-aligned fighters and rangers might also seek out this class. Finally, some monks and martial clerics find a powerful assortment of abilities that augment their innate capabilities.


You have had enough. It's time to make these fiends pay. Someone must stop the baatezu, and that someone is you. You have heard all the stories about how the gods have some sort of special deal with the devils that allows them to harvest evil souls, but you're confident that such an arrangement didn't include actively working to seduce mortals into signing misleading contracts. Let the clerics and their ilk fret about the immortal soul. Warning folks doesn't do a thing but make them want to dabble in darkness even more. If you're going to deal with fiends, the best way to do so is to butcher them - and their mortal allies - wherever you find them. Those fools who are in cahoots with devils had better not expect mercy from you, because you have none to spare.


You are a frontline warrior. Since your holy fury abilities can all be activated quickly, try opening with a charge attack to put your enemy on the defensive. Using your holy fury abilities early lets you improve your combat abilities from the outset. Be sure to keep at least 1 or 2 holy fury points in reserve to respond to spells and attacks as needed.


One brush with infernal power, and you knew the shape of your destiny. The existence of creatures such as devils enraged you. The thought of an entire race of creatures that served no other purpose than to harvest mortal souls and deny them their heavenly reward filled you with so much outrage that you had to take action.

Once you committed yourself to the path of the hellreaver, strange things began to happen. When you fought, you could draw power from that inner reservoir, that wellspring of hate that impels you to greater and greater acts of daring. At first, you were able to shrug off minor injuries. In time, you found you could pierce your enemies' defenses, ignore their attacks, and more. Through it all, you have learned you must keep the fires of your wrath stoked lest you falter in your mission.

Though Strength and Constitution are important, Charisma is vital for your holy fury abilities. In addition to investing in magic items that augment your physical abilities, be sure to pick up a cloak of Charisma. As for feat choices, don't overlook Ability Focus at higher levels to boost the DC of divine retribution. Also, tried and true combat feats, such as Power Attack and Cleave, aid a hellreaver in her goals.


Few share your direct and violent approach to dealing with devils. Certainly, most good individuals see fighting the baatezu as proper, but your enthusiasm is intimidating. As a result, you have a difficult time forging longterm associations with organized groups that fight fiends. Instead, you rely on your cadre of companions for support and aid. Your allies likely share your vision and do their part to help defeat your chosen foes.


"Hellreavers are as dangerous as the devils they fight. Their reckless assault lacks the subtlety needed to fight such intelligent foes. Certainly, these warriors have their uses, but they are thoroughly unsuited to missions requiring a gentle hand."

-Estella Montenegro, Knight of the Chalice

At the forefront of a righteous horde, leading ranks upon ranks of holy warriors into the teeth of fell infernal armies, rides the hellreaver. More a holy avenger than a paragon of virtue, the hellreaver lives to fight, and often dies in battle. Many hellreavers are celestials; hound archons turn to this class after facing fiends one time too many. Astral devas who failed in their efforts to protect mortals sometimes abandon their duties to take up arms against the devils. However, no hellreaver is as feared as a solar that has taken up this path to batter the walls of Hell with its wrath.

Mortal hellreavers are rare, since the mortality rate is high. Eventually, a hellreaver's path leads him to the Lower Planes, where he takes the fight to his enemies. On occasion, he gathers a host of like-minded zealots to accompany him on his mission. While courageous, such forays are nearly always doomed to fail.


Mortal hellreavers attract fanatics and zealous followers. Though they don't operate in large organizations, word of their exploits attracts members of fringe religious groups that hope to join their struggle. While a hellreaver's mission never changes, those who rally to her banner extend their enmity to others they perceive as wicked and evil.

In time, this opposition to devils and their mortal servants extends to others who might or might not share the creed of the fiends, and who might not be evil at all. As a result, hellreavers often try to dissuade others from joining their crusade.

NPC Reactions

Clerics of most good and neutral religions regard hellreavers warily, being indifferent at best. They see these individuals as reckless warriors who are willing to sell their lives cheaply in the face of the monolithic evil they oppose. Superstitious back water types might flock to hellreavers, regarding them as heroes of legend. Friendly, if not helpful, they abandon their homes to follow a hellreaver out of some genuine offer of assistance or to further their own, often darker, ambitions.


Characters with ranks in Knowledge (the planes) can research hellreavers to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs.

DC 10: Some men and women have taken the assault of devils on our world personally. These individuals are dangerous, and possibly insane, but their motives seem pure.

DC 15: A hellreaver draws strength from her moral outrage, from a deep and abiding hatred of those who prey on mortals. I heard of one hellreaver who stood against a dozen devils by herself. They say that she couldn't be killed, that her anger kept her standing despite many grievous wounds.

DC 20: Hellreavers derive their power from their outrage over infernal plots and the devils' manipulations of mortals. They use this anger to great effect, growing stronger, tougher, and more dangerous. The most powerful of them can channel divine power with their fury and make devils explode.

Though tales of their efforts might be heard in taverns and pubs across the land, a specific hellreaver is tough to track down, since she is constantly on the move. A character can pick up a hellreaver's trail by succeeding on a DC 20 Gather Information or Knowledge (local) check.


Since hellreavers are so few, they might have existed in a campaign for a long time. Famous religious figures, especially saints and martyrs, might have been hellreavers in life, a fact the PCs might have only recently discovered. In any event, so long as devils exist as a cohesive force in your campaign, hellreavers have a place.

Players who appreciate the tactical side of combat will be attracted to this prestige class, since it requires quite a bit of resource management. The class is also appealing to players who take an attack first approach to combat and have little use for the subtleties of character interaction. On the other hand, hellreavers make for great doomed champions, and they might be a fine alternative for questdriven adventurers.


The hellreaver is a specialized warrior with a wide array of abilities to aid her when facing devils. For campaigns featuring some other kind of adversary, a hellreaver can be thematically changed to deal with all sorts of threats. So long as an enemy is evil, most of a hellreaver's abilities continue to be effective.

Sample Encounter

A hellreaver might be alone, striving to fulfill some personal vendetta, or she might have the company of several hundred overzealous fanatics. Such appearances cause all sorts of confusion and panic among common folk, as accusations fly about who's in league with whom, which poor peasant is in fact a filthy witch, and how various people were seen congregating under the light of the moon to conjure up the minions of Hell.

EL 13: Camren Lightbringer (CG female aasimar monk 7/hellreaver 5) is a famous folk hero. Believed to have destroyed a coven of devil-worshiping cultists in a small, nameless village, tales of her exploits spread throughout the land. It's whispered she was once a mystic, a master of a rare fighting style from an esoteric order of monks, but her zealous ways and bloodthirstiness make such rumors farfetched. Camren might be encountered as a temporary ally, an individual who shares the player characters' mission for a time, or she might be an adversary, believing the PCs are somehow in league with devils.

Hit Die: d10.


To qualify to become a hellreaver, a character must fulfill all of the following criteria.

Alignment: Any good.

Base Attack Bonus: +5.

Skills: Knowledge (the planes) 4 ranks.

Feats: Power Attack.

Special: Must slay an outsider with the evil subtype.

Class Skills

The hellreaver's class skills (and the key ability for each skill) are Craft (Int), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis).

Skill Points at Each Level: 2 + Int modifier.

Table: The Hellreaver

Level Base
1st +1 +0 +0 +2 Holy fury, furious strike +2/+1d6
2nd +2 +0 +0 +3 Divine succor (10 points)
3rd +3 +1 +1 +3 Divine resolve, divine shield
4th +4 +1 +1 +4 Furious strike +4/+2d6, mettle
5th +5 +1 +1 +4 Divine succor (20 points), heroic sacrifice
6th +6 +2 +2 +5 Call to judgment
7th +7 +2 +2 +5 Furious strike +6/+3d6
8th +8 +2 +2 +6 Divine succor (30 points)
9th +9 +3 +3 +6 Improved divine resolve, improved divine shield
10th +10 +3 +3 +7 Divine retribution, furious strike +8/+4d6
Class Features

As a hellreaver, you tap into your rage and frustration to augment your fighting abilities. From your first class level, you can deal impressive damage to evil creatures, but as you attain more levels, you gain the ability to heal, boost your Armor Class, and improve your saving throws. At the highest levels, you can carve through evil outsiders with impunity.

All of the following are class features of the hellreaver prestige class.

Holy Fury (Ex): When you face your enemies, a raging anger fills your mind. Avenging, divine power surges through you, allowing you to generate magical effects. Entering this state is a free action. While in a holy fury, your melee attacks are good-aligned. You also gain immunity to fear effects. In addition, you gain a number of holy fury points equal to your hellreaver level plus your Charisma modifier. You spend these points to activate many of your hellreaver class abilities.

You can use holy fury once per encounter. It lasts until the end of the encounter.

Furious Strike (Su): As a swift action, you can spend 1 holy fury point to pour divine energy into your weapon. Your blade crackles with a divine aura that is baneful to your foes. You gain a +2 bonus and deal an extra 1d6 points of damage on your next attack. These bonuses apply only to an attack that targets an evil creature. If you accidentally use furious strike against a creature that is not evil, or your attack misses, the furious strike has no effect, but the holy fury point is still spent.

At 4th level, these bonuses increase to +4 on your attack roll and an extra 2d6 points of damage.

At 7th level, these bonuses increase to +6 on your attack roll and an extra 3d6 points of damage.

At 10th level, these bonuses increase to +8 on your attack roll and an extra 4d6 points of damage.

Divine Succor (Su): Just as your divine power can slay evil creatures, it can also mend wounds suffered by the just. Beginning at 2nd level, as a swift action, you can spend 1 holy fury point to heal 10 points of damage. You can apply this healing to yourself or any good-aligned creature within 20 feet.

At 5th level, you can heal 20 points of damage.

At 8th level, you can heal 30 points of damage.

Divine Resolve (Su): From 3rd level on, you can draw upon your fury to push aside the effect of a spell cast by your foes, a monster's poison, and so forth. As an immediate action, you can spend 1 holy fury point to gain a +2 bonus on your next saving throw. You can use this ability after attempting a save but before you learn whether it succeeded or failed.

Divine Shield (Su): When you attain 3rd level, you can focus your divine power into a shield that knocks aside a foe's attack with a mighty shout. As an immediate action, you can spend 1 holy fury point to gain a +2 bonus to your AC against the next attack you face. You can use this ability after a foe attacks you but before you learn whether this attack hit or missed.

Mettle (Ex): Beginning at 4th level, if you make a successful Fortitude or Will save that would normally reduce (rather than negate) a spell's effect, you suffer no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Heroic Sacrifice (Su): From 5th level on, as a swift action, you can voluntarily take 2 points of Constitution damage to fully replenish your holy fury points.

Call to Judgment (Su): With your foe near defeat, you cry out to the gods for justice. Gleaming white chains appear around your enemy, preventing it from using dimensional travel.

At 6th level and beyond, as a swift action, you can spend 3 holy fury points to charge your weapon with divine power. If your next melee attack hits an evil outsider, the target suffers the effect of a dimensional anchor spell, with a caster level equal to your hellreaver level.

Improved Divine Resolve (Su): At 9th level, your divine resolve ability improves. This ability functions like the divine resolve class feature, except that you can now spend 2 holy fury points as an immediate action to gain a +4 bonus on a saving throw.

Improved Divine Shield (Su): When you reach 9th level, your divine shield grows stronger. This ability functions like divine shield, except that you can now spend 2 holy fury points as an immediate action to gain a +4 bonus to AC.

Divine Retribution (Su): By channeling divine energy into an evil outsider, you can destroy its physical form in a spectacular explosion. As your weapon cuts into its body, you funnel holy energy into it.

At 10th level, once per day as a swift action, you can spend 4 holy fury points to imbue your next attack with a mighty aura of avenging divine power. If this attack hits an outsider that has the evil subtype, the target must attempt a Fortitude save (DC 10 + 1/2 your character level + your Cha modifier). If it fails this save, the target explodes in a flash of light. It is slain, and all evil creatures in a 60-foot-radius burst around it are blinded for 1 round. There is no saving throw to resist this blindness.

On a successful save, the target instead takes 10d6 points of damage as holy energy burns through its body, and the blinding effect does not trigger. This damage is in addition to your attack's normal damage.