Barbarian
Base Class: Barbarian

A variety of gods across the worlds of D&D inspire their followers to embrace the zealots path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence.

Not all are evil, but few are good. But certain darker being will lead warriors down an even darker path. Ancient beings who existed before the Gods and different Chaotic Good Demons are prime examples.


 

Black Fury

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to [roll]1d6[/roll] + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Starting at 8th level. Your weapons are now imbued with an anti-magic energy that allows it to cut through spells. If you hit a spell with these weapons, use the effects of Dispel Magic.

Undying Will

At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

Relentless Reflexes

Starting at 6th level, the combination of your own body and otherworldly power that fuels your rage can protect you. While raging you can sense the Ki of things around you, giving you a blindsight of 30ft. This blindsight increases to 60ft at 8th level, 90ft at 10th level and 120ft at 12th level.

Also while wielding a weapon you can, as a reaction you can take a defensive stance for the round. While in this stance, you can attempt to block any projectile that comes within 5ft if you. Make an attack roll for each projectile you attempt to hit and decrease to damage you take by your weapons damage roll, to a maximum of zero.

Zealous Presence

 

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Rage Beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

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