Home/Characters/Subclasses/Barbarian/Path of the Zealot 5e

Path of the Zealot 5e

Divine warriors who channel holy fury, dealing extra radiant or necrotic damage and becoming nearly impossible to kill permanently.

Part of the Barbarian class

At a Glance

Parent Class
Barbarian
Subclass Level
3rd level
Source
Xanathar's Guide to Everything
Focus
Divine fury adding radiant/necrotic damage, extremely hard to kill

Key Features

FeatureLevelDescription
Divine Fury3rdFirst creature you hit each turn while raging takes extra 1d6+half barbarian level radiant or necrotic damage.
Warrior of the Gods3rdSpells that restore you to life (not Revivify) don't require material components.
Fanatical Focus6thReroll a failed saving throw once per rage.
Zealous Presence10thAs bonus action, give up to 10 allies within 60ft advantage on attacks and saves until your next turn. Once per long rest.
Rage Beyond Death14thWhile raging, dropping to 0 HP doesn't knock you unconscious. You still make death saves and die if you fail 3 or have damage equal to max HP. Only die when rage ends if still at 0.

Common Mistakes

Common Mistake
Forgetting Divine Fury only triggers on the FIRST creature hit each turn
Common Mistake
Not leveraging the free resurrection benefit with party clerics
Common Mistake
Using Rage Beyond Death recklessly without a plan to be healed before rage ends

DM Tips

DM Tip
Zealots deal consistent extra damage every turn - account for this in CR calculations
DM Tip
Rage Beyond Death at 14th level makes them nearly unkillable - use massive damage or status effects
DM Tip
Free resurrections make Zealots excellent for high-lethality campaigns

Frequently Asked Questions

Sources & Further Reading