Zealot
Hit Points
Hit Dice: d8 per Zealot level
Hit Points at first Level: 8+your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per outlaw level after 1st
Proficiences
Armor: Light Armor, Medium Armor, and Shields
Weapons: Simple Weapons, war hammer, and maul
Tools: None
Saving Throws: Wisdom & Charisma
Skills: choose two from acrobatics, athletics, history, insight,
medicine, persuasion, and religion
Overview & Creation
Zealots are servants of the divine, possessing duty to the
deity that they worship. Followers, like clergies, temples, and
common folk, are what gives deities their power and
influence. Zealots are recipients of but minute portions of
their deity’s power. But unlike Warlocks, a Zealot’s power is
granted through an oath of devotion to their deity rather than
an exchange. They are enforcers of their deity’s will but still
maintain the agency to make their own values and
judgements. Zealots often have personal reasonings for their
devotion to their deity and have their own goals which align
with their deity’s values. A Zealot’s style of spellcasting and
combat fall within four domains: the Combat Domain, the
Life Domain, the Radiance Domain, and the Sky Domain.
Zealots of the Combat Domain are champions of battle.
They incorporate divine spellcasting as well as martial
prowess into their fighting style. Combat Domain Zealots use
their deity’s influence in order to enhance their combative
ability. They have access to spell specific to their domain
which serve to protect themselves and their allies as well as
to destroy their enemies. Combat Domain Zealots are the
soldiers of their deity and are willing to die for their cause.
Zealots of the Life Domain focus more on healing than
combat. Their style of spellcasting enhances their healing
abilities allows them access to spells specific to their domain
of zealotry. Life Domain Zealots also carry a warding aura
which protects themselves and their allies from the damaging
effects of other spells. They also posses a well of healing
magic which is separate from their spells which they can
mend an amount of allies within their immediate vicinity.
Zealots of the Radiance Domain are a representation of all
things that bring light. Their style of spellcasting incorporates
fire, heat, flares, radiancy and all else that shines. Radiance
Domain Zealots have access to spells specific to their domain
which illuminate their enemies in order to stun and aust
them. Wherever they go, they are always the brightest thing
in the room, be it literally or metaphorically. Radiance
Domain Zealots are mortal enemies of darkness in all
aspects.
Zealots of the Sky Domain are the bringers of storms. They
incorporate elements such as lightning, thunder, ice, wind
and water into their spellcasting style. Sky Domain Zealots
have access to spells specific to their domain which bring
upon torrents of the sky.They are able to channel these elements into their attacks and spells in order to maximize their impact. Storms bring
comfort rather than fear to Sky Domain Zealots.
Class Features
Divine Domain
At 1st level, you choose one domain related to your god:
Combat, Life, Radiance, Sky. Each domain is detailed at the
end of the class description. Your choice grants you domain
spells and other features when you choose it at 1st level. It
also grants you additional ways to use Channel Divinity when
you gain that feature at 2nd level, and additional benefits at
6th, 8th, and 17th level.
Domain Spells
Each domain has a list of domain spells that you gain at the
Zealot level noted in the domain description. Once you gain a
domain spell, you always have it prepared, and it doesn't
count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the Zealot
spell list, the spell is nonetheless a Zealot spell for you.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy
directly from your god, using that energy to fuel magical
effects. You start with two such effects: Turn the Unholy and
an effect determined by your domain. Some domains grant
you additional effects as you advance in level, as noted in the
domain description. When you use your Channel Divinity, you
choose which effect to create.
You must then finish a short or long rest to use your Channel
Divinity again. Some Channel Divinity effects require saving
throws. When you use such an effect from this class, the DC
equals your Zealot spell save DC. Beginning at 6th level, you
can use your Channel Divinity twice between rests, and
beginning at 18th level, you can use it three times between
rests. When you finish a short or long rest, you regain your
expended uses.
Channel Divinity: Turn the Unholy
As an action, you present your holy symbol and speak a
prayer censuring fiends and undead, using your Channel
Divinity. Each fiend or undead that can see or hear you within
30 feet of you must make a Charisma Saving Throw. If the
creature fails its Saving Throw, it is turned for 1 minute or
until it takes damage. A turned creature must spend its turns
trying to move as far away from you as it can, and it can't
willingly move to a space within 30 feet of you. It also can't
take reactions. For its action, it can use only the Dash action
or try to escape from an effect that prevents it from moving. If
there's nowhere to move, the creature can use the Dodge
action.
Divine Smite
Starting at 2nd level, when you hit a creature with a melee
weapon attack, you can expend one Zealot spell slot to deal
radiant damage to the target, in addition to the weapon's
damage. The extra damage is 1d8 for a 1st-level spell slot,
plus 1d8 for each spell level higher than 1st. The damage
increases by 1d8 if the target is an undead or a fiend.
Ability Score Improvement
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
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Divine Intervention
Beginning at 10th level, you can call on your god to intervene
on your behalf when your need is great. Imploring your
deity's aid requires you to use your action. Describe the
assistance you seek, and roll percentile dice. If you roll a
number equal to or lower than your Zealot level, your deity
intervenes. The DM chooses the nature of the intervention;
the effect of any Zealot spell or Zealot domain spell would be
appropriate. lf your deity intervenes, you can't use this feature
again for 7 days. Otherwise, you can use it again after you
finish a long rest. At 20th level, your call for intervention
succeeds automatically, no roll required.
Purity of Body
By 14th level, your body has been in contact with holy energy
for for such a prolonged period of times it starts that you’ve
absorbed enough to make yourself grow resilient and
resistant to tools that evil doers would often use against you.
You gain immunity to diseases and curses as well as
resistance to poison damage as well as advantage on Saving
Throws against being poisoned.
Starting Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a simple weapon or (b) a war hammer
(a) a lightweight padded vest or (b) a crude padded vest
(a) any other simple weapon or (b) a shield
(a) a priest’s pack or (b) an explorer’s pack
a holy symbol
Spellcasting
Cantrips
At 1st level, you know three cantrips of your choice from the
Zealot spell list. You learn additional Zealot cantrips of your
choice at higher levels, as shown in the Cantrips Known
column of the Zealot table.
Preparing and Casting Spells
The Zealot table shows how many spell slots you have to cast
your spells of 1st level and higher. To cast one of these spells,
you must expend a slot of the spell's level or higher. You
regain all expended spell slots when you finish a long rest.
You prepare the list of Zealot spells that are available for you
to cast, choosing from the Zealot spell list. When you do so,
choose a number of Zealot spells equal to your Charisma
modifier + your Zealot level (minimum of one spell). The
spells must be of a leveI for which you have spell slots.
For example, if you are a 3rd-level Zealot, you have four
1st-level and two 2nd-level spell slots. With a Charisma of 16,
your list of prepared spells can include six spells of 1st or 2nd
level, in any combination. If you prepare the 1st-level spell
cure wounds, you can cast it using a 1st-level or 2nd-level
slot. Casting the spell doesn't remove it from your list of
prepared spells.
You can change your list of prepared spells when you finish
a long rest. Preparing a new list of Zealot spells requires time
spent in prayer and meditation: at least 1 minute per spell
level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your Zealot spells.
The power of your spells comes from your devotion to your
deity. You use your Charisma whenever a Zealot spell refers
to your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a
Zealot spell you cast and when making an attack roll with
one.
Spell Save DC = 8 + your proficiency bonus + your
Charisma modifier
Spell Attack Modifier = your proficiency bonus + your
Charisma modifier
Ritual Casting
You can cast a Zealot spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your
Zealot spells.
Subclass Options
Divine Domain
A Zealot serves his god with fervor and passion the likes of
which normal people could only imagine. Though the life of
zealotry is very similar for all, whether they see each other as
brothers, comrades in arms, rivals, or even enemies depends
on the gods that they worship. Zealots have different ways of
expressing the powers given to them by divine providence
that represent the aspects of life their gods generally have
control over. For many gods, their control is very broad. The
four divine domains are those usually associated with most
gods.
Combat Domain
Bringer of battle
Combat Domain Spells
Spell| Level Spell
1st| divine favor, shield of faith
2nd| magic weapon, spiritual weapon
3rd |crusader's mantle, spirit guardians
4th |freedom of movement, stoneskin
5th |flame strike, hold monster
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons, heavy
armor, and unarmed strikes. Your unarmed strikes deal 1d4
bludgeoning damage. Your unarmed strike damage increases
to 1d6 at 5th level and again to 1d8 at 11th level.
Communion of Combat
At 1st level, your god gives you the distinct honor of being
able to use your divine spells while in martial combat. You
can perform the somatic components of spells even when you
have weapons or a shield in one or both hands and you can
use your weapon as if it was a spell focus.
Channel Divinity: Declaration of War
Starting at 2nd level, you can use your Channel Divinity to
empower combat abilities in nearly every way. As a bonus
action, you can use your channel divinity to make all your
weapon attacks count as magical for the purposes of
overcoming immunity and resistances for 1 minute.
Additionally, you can add your Charisma modifier to damage
rolls and AC for the duration of this feature.
Guided Hand
At 6th level, when you or a creature within 60 feet you makes
an attack roll that would miss, you can choose to reroll the
attack but must use the new roll. You can use this feature a
number of times equal to your Charisma modifier. You must
finish a long rest before you regain all uses of this feature.
Constant Vigilance
By 8th level, your divine abilities helps you to strike foes when
they first come within your range and allows you to cut off
their retreats. When a creature first moves within range for
you and makes an attack roll with a melee weapon, you can
use your reaction to make an attack roll against that creature.
Additionally, creatures within 5 feet of you provoke
opportunity attacks from you even if they take the Disengage
action before leaving your reach.
Complete Conquest
At 17th level, you regain a use of your Channel Divinity
whenever you drop a creature’s hit points to 0.
Life Domain
Bringer of health
Life Domain Spells
Spell| Level Spell
1st |bless, cure wounds
2nd |lesser restoration, spiritual weapon
3rd |beacon of hope, revivify
4th |death ward, guardian of faith
5th| mass cure wounds, raise dead
Bonus Proficiency
When you choose this domain at 1st level, you gain
proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more
effective. Whenever you use a spell of 1st level or higher to
restore hit points to a creature, the creature regains
additional hit points equal to 2 + the spell's level.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to
heal the badly injured. As an action, you present your holy
symbol and evoke healing energy that can restore a number
of hit points equal to five times your Zealot level. Choose any
creatures within 30 feet of you, and divide those hit points
among them. This feature can restore a creature to no more
than half of its hit point maximum. You can't use this feature
on an undead or a construct.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others
heal you as well. When you cast a spell of 1st level or higher
that restores hit points to a creature other than you, you
regain hit points equal to 2 + the spell's level.
Aura of Warding
Beginning at 8th level, holy magic lies so heavily upon you
that it forms a divine ward against enemy magic. You and
friendly creatures within 10 feet of you have resistance to
damage from spells. At 18th level, the range of this aura
increases to 30 feet.
Supreme Healing
Starting at 17th level, when you would normally roll one or
more dice to restore hit points with a spell, you instead use
the highest number possible for each die. For example,
instead of restoring 2d6 hit points to a creature, you restore
Radiance Domain
Bringer of light
Radiance Domain Spells
Spell |Level Spell
1st |burning hand, guiding bolt
2nd |flaming sphere, scorching ray
3rd |daylight, fireball
4th |guardian of faith, wall of fire
5th |flame strike, scrying
Bonus Cantrip
When you choose this domain at 1st level, you gain the Light
cantrip if you don't already know it.
Blinding Light
Also at 1st level, you can briefly blind enemies with your holy
flames. When you cast a Zealot spell of 1st level or higher
that deals either fire or radiant damage you can have a
creature damaged by that spell make a Constitution Saving
Throw. The DC is equal to your Spell Save DC. On a failure,
the target has disadvantage on attack rolls and perception
checks that involve sight until the end of their next turn. You
can use this feature a number of times equal to your
Charisma modifier. You must finish a long rest before you
regain all uses of this feature.
Channel Divinity: Like a Flash
Starting at 2nd level, you can use your Channel Divinity to
move as fast as the light that you embody. On your turn, you
can use your channel divinity to perform an action using your
bonus action.
Luminous Splendor
At 6th level, you can feel your lustrous strength blossom
within you in such a way that your radiance will never dull.
When you roll a 1 or 2 on a damage die on attacks that deal
radiant or fire damage, you can reroll the die. You must use
the new roll, even if the new roll is a 1 or a 2.
63
Shining Smite
By 8th level, you are so infused with incandescent energy
from your god that all your melee weapon strikes carry divine
power with them. Whenever you hit a creature with a melee
weapon, the creature takes an extra 1d8 radiant damage. lf
you also use your Divine Smite with an attack, you add this
damage to the extra damage of your Divine Smite.
Guiding Light
Starting at 17th level, you can use your action to summon a
pillar of light that extends out in a 5ft radius and 10ft tall.
This Pillar sheds bright light in a 120ft radius and dim light
for another 120ft after that. Allies that are within the radius
of dim light can add your Charisma modifier to their attack
rolls. Allies within the radius of bright light gain this effect
and can also add your Charisma modifier to their damage
rolls as radiant damage. Allies within the pillar gain both
effects and are also immune to radiant and fire damage while
within the pillar. Once you use this feature you must finish a
long rest before you can use it again.
Sky Domain
Bringer of tempests
Sky Domain Spells
Spell |Level Spell
1st |fog cloud, thunderwave
2nd |gust of wind, shatter
3rd |call lightning, sleet storm
4th |control water, ice storm
5th |destructive wave, insect plague
Bonus Proficiency
Also at 1st level, you gain proficiency with martial weapons.
Might of the Stormbringer
When you make a successful spell attack against a creature
or a creature fails its Saving Throw against one of your
Zealot spells and that spell does cold, lightning, or thunder
damage you can force that creature to make a Strength
Saving Throw versus your Zealot spell save DC. On a failure
the target is knocked down and becomes prone and you can
make a weapon attack as a reaction against the creature you
knocked prone if they are within range, on a success this
feature fails. You can use this feature a number of times equal
to your Charisma modifier and you regain all uses of this
feature on a long rest.
Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity to
wield the power of the sky and storm with unchecked ferocity.
When you roll lightning or thunder damage, you can use your
Channel Divinity to deal maximum damage, instead of
rolling.
Discharge
At 6th level, when you deal lightning damage to a Large or
smaller creature, you can also push it up to 10 feet away from
you.
Charged Smite
By 8th level, you’ve learned how to charge your divine smite
with the power of lightning itself. When you use the divine
smite feature you add an additional 1d8 lightning damage to
the damage roll. At 14th level this becomes 2d8 lightning
damage.
Servant of the Sky
At 17th level, you gain resistance to lightning and thunder
damage and you gain the ability to sprout a pair of angel
wings from your back, gaining a flying speed equal to your
current speed. You can create these wings as a bonus action
on your turn. They last until you dismiss them as a bonus
action on your turn. You can't manifest your wings while
wearing armor unless the armor is made to accommodate
them, and clothing not made to accommodate your
Level | Proficiency | Bonus Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1st | +2 | Divine Domain, Spellcasting | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Channel Divinity (1/rest), Divine Smite, Divine Domain feature | 3 | 3 | — | — | — | — | -- | — | — | — |
3rd | +2 | ─ | 3 | 4 | 2 | — | — | — | — | — | — | — | |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Extra Attack | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Channel Divinity (2/rest), Divine Domain feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | ─ | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement, Divine Domain feature | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | ─ | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Purity of Body | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Divine Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Divine Intervention Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |