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Subclass Barbarian Path of the Zealot

yoonmoonsik edited this page Aug 19, 2026 · 2 revisions

ZealotPath

What Is the Path of the Zealot?

The Path of the Zealot is a Barbarian subclass that channels divine energy through Rage. Divine Fury deals bonus Radiant or Necrotic damage on the first hit of every Rage turn. Warrior of the Gods provides a pool of d12s to spend as healing, ensuring the Zealot keeps fighting through wounds that would kill others. Fanatical Focus at Level 6 adds a bonus to saving throws while Raging. Zealous Presence at Level 10 grants the whole party Advantage on attacks and saves for a round.

Class Features

Progression Overview

LEVEL FEATURE
3 Divine Fury, Warrior of the Gods
6 Fanatical Focus
10 Zealous Presence

Level 3

Divine Fury On each of your turns while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike takes extra damage equal to 1d6 plus half your Barbarian level (rounded down). The extra damage is Radiant or Necrotic, set via a hotbar toggle (Radiant by default) rather than chosen per hit — switch it whenever you like, it just isn't a per-attack choice.

Warrior of the Gods You have a pool of four d12s that you can spend to heal yourself. As a Bonus Action, you can expend dice from the pool, roll them, and regain a number of Hit Points equal to the roll's total.

Your pool regains all expended dice when you finish a Long Rest. The pool's maximum number of dice increases by one at Barbarian Level 6 (5 dice) and again at Level 12 (6 dice).

Level 6

Fanatical Focus While your Rage is active, you add a bonus equal to your Rage Damage bonus to your saving throws.

Level 10

Zealous Presence Once per Short Rest, as a Bonus Action, you unleash a battle cry infused with divine energy; creatures of your choice within 60 feet of you gain Advantage on attack rolls and saving throws until the start of your next turn.

Playstyle Notes

The Path of the Zealot is a high-durability Subclass. Warrior of the Gods at Level 3 gives you a renewable healing pool (4d12 → 5d12 → 6d12 as you level) that acts as a separate resource from potions and spell healing. Since it's a Bonus Action, you can use it during Rage on any turn you don't need a Bonus Action for something else. Combined with the Barbarian's Rage damage resistance, this makes the Zealot exceptionally hard to kill.

Divine Fury's damage scales with Barbarian level — half your level as a flat bonus on top of 1d6, so at Level 11 that's 1d6+5 Radiant or Necrotic on every Rage turn's first hit. Fanatical Focus at Level 6 adds Rage Damage bonus to all saves while Raging, covering the Barbarian's traditionally weak save profile. Zealous Presence at Level 10 is a powerful party-wide buff that lets the Zealot function as both tank and force multiplier for a round.

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