Paladin
Base Class: Paladin

Your soul will reside in hell for eternity, but your ability to fight has changed dramatically. You have access to abilities provided only to souls who are a part of both worlds. Your soul is in Hell, but a part resides in you as long as you live in the mortal realm.

Hell's Blade

When you choose this oath at level three, you WILL (not choosing between) deal fire damage instead of radiant for divine smite.

Soulless Entity

You can now use your emotions, rather than soul and religion, to channel strength into your attacks. Every time you are attacked you gain 1 stored emotion. For each stored emotion you use, you can add 1d4 fire damage to any attack( spell, melee, rnged, etc.,) and after adding the 1d4 that stored emotion is gone. you can stack up to 1 stored emotion per paladin level.

Chains of Hell

You can extend your bonds from hell into the physical world. Once every short rest you can bind one creature of large or smaller for three turns then the target can make a DC 17 saving throw to try and break the bonds. each turn the creature starts in the chains they take 1d6 fire damage. On YOUR turn you may use your bonus action to use one or more stored emotions to deal extra damage to the creature. You regain your one and only use of this feature every short or long rest. At level fifteen you may use this as many times as your CHA mod -1 (min of 2) every short or long rest.

Hell's Aura

Starting at level fifteen alongside your feature Aura of Courage, you now have the fiery infernos of hell mixed into your aura striking fear into the hearts of your enemies. Every enemy that enters into a radius of thirty feet must succeed on a WIS saving throw or be frightened. The DC for the saving throw is 10 + proficiency bonus + Intimidation mod(yes you add the proficiency for intimidation along side  the original aka: proficiency*2 + CHA).(At DM's discretion) If the creature has an advantage on saving throws against being frightened, its gone. (Also at DM's discretion) If a creature is immune to being frightened, they only have an advantage on this saving throw. The creatures must repeat tgis saving throw on the start of each of their turns.

Hell's Servant

You can make a charisma persuasion check to make a deal on behalf of Hell. You cannot hide any details. In ten years, demons and hellhounds and fiends will claim the soul of the creature who has taken your deal. The more honest deal you make, the higher your rank in Hell rises. The more dishonest deals you make, the more your rank falls. Every time you sell a soul you may also heal you or a companion by 2d12 each soul sold to hell. You may also claim souls on the battlefield by stating after YOU administer the final blow by stating, "I claim this soul in the name of Hell!" or something along those lines. you gain the same benefits as when you claim souls through deals, meaning if you claim a soul your rank will rise, but through this technique your rank will never fall. You may also heal after claiming a soul. Claiming in the battlefield will take your bonus action so be carefull.

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