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Path of the Zealot

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path, and for some of these followers, it is a path of even greater glory than serving their deity as a warrior.

Path of the Zealot Table:

Level Subclass Features Gained
3rd Divine Fury, Warrior of the Gods
6th Fanatical Focus
10th Zealous Presence
14th Rage Beyond Death

Subclass Features

Divine Fury

3rd-level Path of the Zealot feature

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to \(1d6\) + half your barbarian level. The extra damage is necrotic or radiant; you choose the type when you gain this feature.

Warrior of the Gods

3rd-level Path of the Zealot feature

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

Fanatical Focus

6th-level Path of the Zealot feature

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this feature only once per rage.

Zealous Presence

10th-level Path of the Zealot feature

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Rage Beyond Death

14th-level Path of the Zealot feature

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. While you're raging, 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 rage ends, and you die then only if you still have 0 hit points.