Hellfire Capitalist 1.1 Image

 P1 : Wrong side of Heaven 

 

In the depths of despair, the Circles of Hell unfold like a nightmarish tapestry, each layer a chilling reflection of human folly and vice. They house the souls of the unbaptized, eternally longing for the divine light they can never touch again. As one descends, the air grows thick with the cries of the damned: gluttons wallow in their insatiable hunger, while the lustful are swept away in a tempest of unquenchable desire. The wrathful clash in an endless struggle, their fury igniting the dark waters of the gates you summon, while the slothful languish, forever trapped in a haze of apathy. Each circle reveals a new layer of suffering, a reflection of Echlan sins turned to eternal punishment, where the very fabric of torment weaves a narrative of lost chances and moral decay. Treachery reigns supreme, the icy depths sealing the traitors in an eternal embrace of despair. Here, in the heart of darkness, the echoes of their betrayals from your gates serve as a haunting reminder: in the shadows of hell, every choice is a step toward either redemption or ruin.

 

Your charisma score is equal to your dexterity score after years of leading hells from several realms. All creatures within your aura gain a bonus to ability checks, skill checks, damage, to hit, and saves equal to your Bonds of Honor (3d10) as well as (3d10) stacking thp each turn their within your aura at the beginningof your turn, geomancer is always active and cannot be negatedor suppressed by any means (ie antimagic, divine abilities or domains) , your aura fills this terrain.

 

P2: Welcome to the Circus 

 

Welcome to the Circus, a twisted carnival of nightmares where the grotesque and bizarre take center stage. The air crackles with tension as Balors and Pit Fiends perform unimaginable feats, their smiles hiding secrets of torment. Whispers of lost souls linger in the shadows, while the General, cloaked in darkness, beckons you closer to the edge of madness. Each act is a chilling reflection of demonic despair, and as the audience watches, they can’t help but wonder: who is truly the performer, and who is the prey?

 

Your geomancer terrain is a fragment of your domain, gaining potency the more prestiges get unlocked to you. For each pair of prestiges, you gain a bonus to the terrain damage equal to 3 times your sneak attack. The trail you blaze ignites in fire to protect you, letting you turn spent movement to thp at the end of your turn. Finally, you gain resistance, immunity, or absorbtion to otherwordly damages of radiant, necrotic, force, and psychic depending on your prestige unlocked and if you dont have it already. (1-2 is resistance, 3-4 is immunity, 5-6 is half absorption, 7-8 is full absorbtion).

 

P3: Bad Company 

 

In the shadowy depths of the Echlan Hells, Demon General Harvax stands as a harbinger of Honor instead of malice. Clad in scorched armor and radiating a debonair charisma, he leads his legions with ruthless cunning. Harvax’s laughter echoes like thunder, promising glory but delivering only destruction. Those who dare to fight him find themselves ensnared in a web of treachery and bloodshed, as alliances crumble and loyalty becomes a fleeting memory. With every battle, he leaves a bloody trail of the betrayed, proving that his company is as perilous as the darkened path he cleanses.

 

When you strike a creature, they feel enticed to go to hell with you. Each strike you land forces a creature to make a wisdom save against your persuasion check. If they feel, they have their soul sent directly to a hell queen in echla of your choosing. Each creature you have sent to hell this way gives you a bonus to damage and to hit equal to your charisma modifier. The bonus only lasts for 24 hours, and only apply to creatures you have sent to hell on a quest.

 

P4: Lift me up! 

 

A suffocating haze of crimson energy envelops you, pulsing with the relentless rhythm of the abyss. The Hellforce Aura ignites your senses, pushing you beyond mortal limits, an intoxicating blend of adrenaline and dread. With each heartbeat, the whispers of the damned urge you onward, fueling an insatiable drive that shoves aside weariness and doubt. You are a vessel of chaos, propelled by a force that knows no bounds, racing through the infernal landscape as if tethered to the very essence of torment itself. In this relentless rush, there is no slowing down, only the intoxicating promise of power that binds you to the fury of the Hells.

 

With every step you take you generate a Hellforce to assist your allies. Those in your aura or terrain get a multiplier to movement equal to your charisma modifier, and have total freedom of movement. You and your allies movement are immune to effects or conditions that would prevent movement or actions.

 

P5: Never enough 

 

Driven by an insatiable hunger for power, you’ve crossed thresholds once thought impassable. Each ambition ignites a fire within, compelling you to push beyond your limits. The taste of authority sharpens your senses, drowning out the whispers of doubt and fear. But as you surge forward, the toll becomes evident: your soul frays at the edges, and the shadows of your past loom ever closer. In your quest for dominion, you find both strength and peril intertwined, a constant reminder that the pursuit of power can consume even the strongest of wills.

 

A shadow follows you where you go, unleashing hell depending on your speed. When you don't move your turn, the shadow boosts your attacks deal a bonus to damage equal to the unspent movement speed you have stored up. When you do move on your turn, you can make an unerring attack before and an unerring attack after each normal attack you do.

 

P6: Hell to Pay 

 

In the depths of shared suffering, we find a bittersweet bond—a heavy price paid in echoes of anguish. Each wound stitched with the thread of our collective grief whispers a promise: through hell we journey, but together, we rise.

 

You can have an unlimited amount of creatures marked with your bond of honor. When they are marked, they have the effects of Witching Ward and all damage they take from hostile enemies is also dealt back in irresistable unavoidable hell damage.

 

P7: Coming Down 

 

As the ground crumbles beneath your feet, you descend into the abyss, where shadows dance and whispers linger. The air thickens with lost hopes and unspoken fears, each step a surrender to the inferno's embrace. Here, in the depths of hell, the true nature of desire is laid bare.

 

Hostile creatures in your domain get their ability scores reduced down to 1. If they have boons or abilities that prevent this, then they take hell damage equal to their hp every turn.

 

P8: Meet the Monster 

 

In the mirror's reflection, a shadow stirs, eyes gleaming with untamed hunger. You take a breath, feeling the weight of your fears and desires merge into one. As you step closer, the monster within rises, not to devour, but to awaken the power you've long denied. Together, they will rewrite the story of who you are.

 

Within your domain you gain the effects of a long rest when you hit 100 hp or lower, cleansing all negative effects. As a bonus action you can summon an amount of fiend statblocks equal to your charisma modifier that are CR 30 or lower, following your command.

Previous Versions

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Hellfire Capitalist 1.1 Image

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