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Subclass Barbarian Zealot
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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.
| LEVEL | FEATURE |
|---|---|
| 3 | Divine Fury, Warrior of the Gods |
| 6 | Fanatical Focus |
| 10 | Zealous Presence |
Divine Fury You can channel divine power into your strikes. 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 Necrotic or Radiant; you choose the type each time you deal the damage.
Warrior of the Gods A divine entity helps ensure you can continue the fight. 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 when you reach Barbarian levels 6 (5 dice), 12 (6 dice), and beyond.
Fanatical Focus While your Rage is active, you add a bonus equal to your Rage Damage bonus to your saving throws.
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.
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.