Path of the Zealot

A Barbarian path of devotional rage, with Charisma damage against a declared creed's enemies, fear immunity, radiant damage on hits, temporary hit points each turn and an Avatar Form.

Gating · soft Halcyion Federation

Identity

The Path of the Zealot is the Barbarian path whose rage is devotional. Its followers are devotees whose certainty became mania, soldiers who watched a colony fall, preachers who picked up a maul when the homily ran out, and ecclesiastical enforcers turned loose by their chaplains. The path grants no spells and asks for no doctrine, and it is most common among the devout of the Halcyion Federation.

Features

  • L3 Crusader's Vow

    When you enter Rage, you can declare a brief creed that names a hostile presence, such as 'For the colonies of Tessari,' 'Against the Ebon Creed' or 'In the name of First Light.' Until the Rage ends, you add your Charisma modifier (minimum +1) to the damage roll of each melee weapon attack you make against a creature that the creed names or implicates. The GM decides unclear cases, and the Federation's enemies are broadly understood to count. While raging under a declared creed, you shed dim light in a 10-foot radius.

  • L7 Faith of Steel

    While raging, you are immune to the Frightened condition, and each ally within 10 feet of you who can see or hear you has advantage on saving throws against being Frightened. If an ally within 10 feet of you would become Frightened while you are raging, the condition does not take effect.

  • L11 Burning Conviction

    Once per turn while raging, when you hit a creature with a melee weapon attack, you can make the Rage Damage bonus on that hit radiant damage instead of the weapon's damage type. The target also ignites with holy fire and takes additional radiant damage equal to your Constitution modifier (minimum 1) at the start of its next turn. Ignitions do not stack.

  • L15 Holy Berserk

    While raging, at the start of each of your turns you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (minimum 1). These temporary hit points do not stack from turn to turn, and each turn's pool replaces the previous one. Your Rage resistance extends to radiant and necrotic damage.

  • L18 Radiant Avatar Capstone

    Once per long rest, as a bonus action on your turn, you can enter a 1-minute Avatar Form. For the duration: Your melee weapon attacks deal an additional 2d8 radiant damage on a hit. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. Each ally within 30 feet of you regains hit points equal to your Charisma modifier (minimum 1) at the start of each of their turns. This healing works on allies at 0 hit points and stabilizes them automatically. You are immune to the Charmed, Frightened and Stunned conditions. Your Rage does not end during the Avatar Form, even if its normal duration expires. The form ends early if you fall Unconscious, if your Rage ends, or if you dismiss it as a free action.