Zealot Barbarian (5e Class)
Zealot[edit]
Zealots are warriors considered demigods on the battlefield. Unstoppable, tireless and unshakable..
A tall human swordsman strides through a blood-soaked battlefield, wielding that which was too big to be called a sword emitting a bright light, massive, thick, heavy, and far too rough. Indeed, it was a heap of raw iron and of all men who walked that battlefield that day, none could doubt that mans strength or that weapons impracticality.
Creating a Zealot[edit]
A Zealot can live multiple types of life. They can make their place in society and civilization as mercenaries or hired hands, they can live a life in the wild as hunters or nomads. They usually live a life of vigorous training and constant states of battle sometimes they can become a hero.
- Quick Build
You can make a Zealot quickly by following these suggestions. First, pick Constitution or Strength followed by the other and then pick Charisma. Lastly, choose either the Soldier or the Outlander as your background.
Class Features
As a Zealot you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Zealot level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Zealot level after 1st
- Proficiencies
Armor: shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose three from Athletics, Acrobatics, Insight, Intimidation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one simple weapons and a shield or (b) one martial weapons
- (a) four javelins or (b) one martial weapons
- (a) a explorer's pack or (b) a dungeoneer's pack
- a A symbol of faith or A wolf fang necklace.
- If you are using starting wealth, you have 4d4x10gp in funds.
Level | Proficiency Bonus |
Features | Divine Fury |
---|---|---|---|
1st | +2 | Unarmored Defense, Fighting Style | -- |
2nd | +2 | Reckless Attack | -- |
3rd | +2 | Divine Fury, Zealot's Path | 3 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Extra Attack, Path Feature | 3 |
6th | +3 | Zealous presence | 3 |
7th | +3 | Path Feature | 4 |
8th | +3 | Ability Score Improvement, Battle-Hardened Endurance | 4 |
9th | +4 | Path Feature | 4 |
10th | +4 | Breath of Battle | 4 |
11th | +4 | Path Feature | 5 |
12th | +4 | Ability Score Improvement | 5 |
13th | +5 | Rage Beyond Death | 5 |
14th | +5 | Path Feature | 5 |
15th | +5 | Fanatical Focus | 6 |
16th | +5 | Ability Score Improvement | 6 |
17th | +6 | Visceral Attack | 6 |
18th | +6 | Path Feature | 6 |
19th | +6 | Ability Score Improvement | 7 |
20th | +6 | Ragnarök | 7 |
Unarmored Defense[edit]
Starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Strength modifier. You can use a shield and still gain this benefit.
Fighting Style[edit]
Also at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options that best suits your Berserker nature:
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Obstruction
Before the outcome of the roll is determined, you can use your reaction to gain a +2 bonus to your Armor Class against that attack, potentially causing the attack to miss. You must have a weapon with the heavy property or shield in your hand to use this.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Reckless Attack[edit]
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Divine Fury[edit]
Starting at the 3rd level. In battle, you fight with Divine ferocity. On your turn, you can enter in fury as a bonus action.
While on divine fury, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging.
You can channel divine fury into your weapon strikes. While you're in Fury, whem you hit a creature with a weapon attack it takes extra damage equal to 1d6 + half your level in this class. The extra damage is necrotic or radiant; the type of damage may change depending on the path you take after you gain this feature.
Your Fury lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have used this feat the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may use 3 times at 2nd level, 4 at 6th, 5 at 12th, and 6 at 17th.
Zealot's Path[edit]
At 3rd level, a Zealot defines his call to battle by either the Path of Fenrir, becoming as savage as Fenrir, the great wolf that will slay the even mighty Odin come Ragnarök, or they follow the Path of the Æsir, embodying the mighty Norse Gods whose wars can be felt across the nine realms and whose power keeps the realms in balance.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Zealous presence[edit]
Starting at 6th level, all forms of defense feel the effect of your onslaught. Whenever you successfully make two melee weapon attacks against the same creature on the same turn, the target receives a -1 penalty to their Armor Class. This only applies if the target posses a form of armor whether it be natural or otherwise. This penalty can stack, to a maximum penalty equal to half your proficiency bonus rounded up. A creature with natural armor is no longer under the effect of this feature when they are healed to their hit point maximum. Magic armor is unaffected by this feature unless the weapon damage is also magical. Finally, this feature cannot reduce a target below 10 + the targets Dexterity modifier. Additionally the divine power that fuels you can protect you. If you fail a saving throw while you're in fury, you can reroll it, and you must use the new roll. You can use this ability only once per fury.
Battle-Hardened Endurance[edit]
Starting at 8th level, when you make a Constitution saving throw and the result is less than your Constitution score, you can use that score in place of the total. You may do this a number of times equal to your proficiency bonus. You regain expanded uses of this feature when you complete a long rest.
Breath of Battle[edit]
You live, breathe, and thrive in the heat of combat. Starting at 10th level, you have advantage on your initiative rolls being able to add your proficiency bonus to it, Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your Divine fury before doing anything else on that turn.
Rage Beyond Death[edit]
Starting at 13th level, the divine power that fuels your divine fury allows you to shrug off fatal blows.
While you're in Fury, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your Fury ends, and you die then only if you still have 0 hit points.
Fanatical Focus[edit]
Starting from 15th level, your Fury is so brutal that it can only ends prematurely if you fall unconscious or if you decide to end it. Additionally you gain resistence to radiant and necrotic damage while in Divine Fury.
Visceral Attack[edit]
Starting from 17th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
Ragnarök[edit]
The final struggle of a dying beast is enough to shatter even the most impossible limits. Starting from when you reach 20th level, when you are in the effects of Rage beyond Death you become able to infuse your own life energy into your attacks, you gain a +5 bonus on attack rolls and whenever you hit a creature you can add up to two available hit dice that you have on your poll to the total damage on each of your attacks, This additional damage can be radiant or necrotic, depending on the path chosen and and does not scale with your critical hit.
- If the damage type is Radiant, you recover hit points equal to half the damage of your hit dice in the damage roll.
- If the damage type is Necrotic, The creature that received the damage cannot be healed in any way until the end of its next turn.
Path of Fenrir[edit]
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The Fenrir Zealot |
Upon choosing this path, you become a Berserker of great strength, through the embodiment of the savage and as insatiable nature of the ever-growing Fenrir.
Bloodrush[edit]
By the time you have chosen this path at 3rd level whenever you enter divine fury, your body begins to gain traits of a wolf, fur, claws, fangs and your eyes glow blood red.
- Your claws are considered magical weapons with the purpose of overcoming immunities and resistances, dealing 2d6 piercing damage. This damage increases to 3d6 at 9th level and 2d8 at 15th level.
- Whenever you use the attack action on your turn, you can use your bonus action to make another attack with your fangs, which are also considered magic weapons, dealing 1d8 piercing damage and if the target is a creature, it must succeed on a Strength saving throw or be knocked prone (DC = 8 + your strength modifier + your proficiency bonus). This damage increases to 1d10 at 8th level and 1d12 at 15th level.
- As your blood starts to boil and your instincts increase exponentially your passive perception becomes 20 if it is lower.
- The additional damage dealt by your Divine fury become permanently necrotic if it wasn't already.
You can use strength or dexterity in these melee weapon attacks rolls.
Teachings of Fenrir[edit]
Starting at 5th level, you become far more attuned to your senses of smell and hearing. You gain the following abilities even if you’re not in a bloodrush:
- You have advantage on Wisdom(Perception) checks that rely on hearing or smell.
- You have advantage on Wisdom (Survival) checks to track any creature with blood that is not at their hit point maximum.
- As a reaction, you can give advantage to an allie on his first attack roll against creatures, if at least you or one of your allies are within 5 feet of the creature and you or that ally isn't incapacitated.
Wolf's Agility[edit]
Beginning at 7th level, while in a bloodrush, you are a continuous blur of motion in battle as you cleave through your opposition. Your speed increases by 10 feet while in a bloodrush. This bonus increases to 20 feet at 11th level and increases again to 30 feet at 18th level. In addition, you have advantage on Dexterity saving throws while in a bloodrush, provided you are not blinded, deafened, or incapacitated.
Go for the Throat[edit]
At 9th level, your primal savagery and unrelenting assaults break through even the strongest of bulwarks. While in a bloodrush, your melee weapon attacks score a critical hit on a roll of 19 or 20.
Primal Fear[edit]
Starting from 11th level, if you reduce a creature to 0 hit points while in a bloodrush, you can unleash a bone-chilling howl as a reaction. All hostile creatures within 30 feet of you must make a Wisdom saving throw equal (8 + your charisma modifier + your proficiency bonus). On a failed save, hostile creatures, flinch and are paralyzed with fear until the end of your next turn or until they take damage. If your bloodrush ends while a creature is paralyzed they can remake their save. Once used you must complete a long rest before you can use this feature again.
Infinite Duress[edit]
Starting at 14th level, while in a bloodrush, you can momentarily lose yourself, pushing yourself beyond your normal limits. When you take the attack action on your turn, you can take one additional Attack. Allowing you to take as many attacks as you normally would, not including bonus actions. The moment you use this feature you become almost feral in your style of fighting drooling, howling as you beat your opponent down with the sole focus on killing them. This state of mind lasts until your bloodlust ends, you slay one creature or you fall unconscious. You must finish a long rest before you can use this feature again.
Pack Leader's Call[edit]
Starting at level 18, while in a bloodrush, as an action you can let out a long, deep howl that can be heard from 300 feet away that lasts until the beginning of your next turn. If you are damaged during this time, you must maintain your concentration as if concentrating on a spell. Once this howl ends, a number of winter wolves equal to 1 + your Charisma modifier (minimum of 1) materialize in unoccupied spaces within 60 feet of you. These winter wolves are friendly to you and your companions. Roll initiative for the summoned winter wolves as a group, which have their own turn. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise, take no actions. These winter wolves gain a bonus to their damage rolls equal to twice your proficiency bonus. They disappear after death or after 1 hour, you can use this feat once per long rest.
Path of the Æsir[edit]
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The Æsir Zealot |
Upon choosing the Path of the Æsir, you have chosen to become like the Æsir, the Norse gods connected to power and war.
Warpath[edit]
By the time you have chosen this path at 3rd level, you've tapped into a deep well of strength and power. On your turn, whem you enter in the divine fury as a bonus action. You gain the following additional benefits if you aren’t wearing heavy armor:
- While you are not wearing any armor, You gain a +1 bonus to your AC, while radiant aura armor forms around your body and your eyes glow a radiant gold. This bonus increases to +2 at 11th level
- You can summon a magical weapon into your hand that can take the form of a greatsword, spear, longsword or a Oversized longbow. The damage of these weapons remains the same as the original but becomes purely radiant, as well as the ammunition generated by the weapon if necessary. (strength is your attack modifier using these weapons)
- You become immune to charmed and frightened effects.
- The additional damage dealt by your Divine fury become permanently radiant if it wasn't already.
Intervention[edit]
Starting at 5th level, when a hostile creature you can see takes an Attack action against an ally, as a reaction you may move up to twice your movement towards the hostile creature, knocking them back 5 feet and interposing yourself between them and your ally. The attacking creature's initial attack then targets you, and it makes its attack roll, if any, with desavantage. Your speed is then reduced to 0 until the end of your next turn, and you cannot benefit from any bonus to your speed. Opportunity attacks made against you while using this feature has disadvantage. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and regain all expanded uses when you complete a long rest.
Mocking Bellow[edit]
Beginning at 7th level, while on a warpath, as an action you can taunt all hostile creatures within a 30-foot cone. All hostile creatures must make a Wisdom saving throw DC = 8 + your charisma modifier + proficiency bonus). On a failed save, they must use their reaction to move their speed towards you and for 1 minute they have disadvantage on attacks against anyone other than you. Any affected creatures can remake their save each time they take damage from you. This effect ends early if warpath ends. Once used you must complete a short or long rest before you can use this feature again. Creatures that are immune to the charmed condition are immune to this feature.
Brick by Brick[edit]
Starting at 9th level, All weapons summoned by your warpath deal an additional weapon die in damage for example a greatsword (2d6) will now deal 3d6 of radiant damage and your Divine Fury's additional damage increases to 1d8 + half your level in the class.
Titan's Stance[edit]
Starting at 11th level, while on a warpath, you becomes resistant to all types of damage except psychic, radiant and necrotic damage, and you gain the benefits of freedom of movement.
Asgardian Resolve[edit]
Beginning at 14th level, your resolve can inspire your allies to survive. When you enter in your warpath, wings of radiant energy appear and you gain flight speed equal to 30 feet and all friendly creatures within 45 feet of you can roll a hit dice, and gain temporary hit points equal to the amount rolled plus their Constitution modifier. In addition, each creature affected gain resistence to bludgeoning, piercing, and slashing damage until the end of your next turn.
You can use this feature twice, and can't use it again until you finish a short or a long rest.
Undying Regeneration[edit]
Starting at level 18, while in a Warpath, at the start of each of your turns, you regain hit points equal to twice your Charisma + your proficiency bonus. In addition, when not on a warpath, severed body members such as fingers, legs, tails, and so on can be restored over the course of a short or long rest at the cost of a single use of Warpath per each severed limb and a level of exhaustion. If you have the severed part and hold it to the stump, the limb knits to the stump after a minute, this doesn't require a use of Warpath to be expanded and doesn't cause a level of exhaustion.
And now your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your zealot level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one, you can even remove a curse or a magical disease from a creature if you use all the hit points on the pool.
This feature has no effect on undead and constructs.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Zealot class, you must meet these prerequisites: Strength 13 and Constitution 13 and 13 Charisma
Proficiencies. When you multiclass into the zealot class, you gain the following proficiencies: Simple Weapons, Martial Weapons.