From Compendium of Worldly Lore
Hellreavers are the extreme to the paladin dedicated to take down evil. Hellreavers are made to destroy and dismantle fiends that often vex most parties. Their holy fury and divinity fuel them. This class is seemingly built for paladin but any front line dps can benefit from this class if you're fighting fiends, provided you're not a roguelike, in which case Hellbreaker would be better.
Role: DPS
Characteristics: Paladin-like, explode fiends and heal the worthy
Source: Fiendish Codex II
Game Rule Information
The Hellreaver has the following game statistics.
Abilities: Strength for Combat, Constitution for staying alive, Charisma for class abilities
Alignment: Any Good
Hit Die: d10
Starting Gold: N/A
Class Skills
The Hellreaver's class skills are Craft (Int), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis)
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the Hellreaver.
Weapon and Armor Proficiency: A Hellreaver is proficient with Hellreavers gain no proficiency with weapons or armor
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 Judgement 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.