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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


LevelProficiencyBonus FeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Divine Domain, Spellcasting32
2nd+2Channel Divinity (1/rest), Divine Smite, Divine Domain feature33--
3rd+2342
4th+2Ability Score Improvement443
5th+3Extra Attack4432
6th+3Channel Divinity (2/rest), Divine Domain feature4433
7th+344331
8th+3Ability Score Improvement, Divine Domain feature44332
9th+4443331
10th+4Divine Intervention543332
11th+45433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Purity of Body54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+6Divine Domain feature5433321111
18th+6Channel Divinity (3/rest)5433331111
19th+6Ability Score Improvement5433332111
20th+6Divine Intervention Improvement5433332211

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Mancon815.

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