Base Class: Barbarian
Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots – warriors who channel their rage into powerful displays of divine power.
A variety of gods across the worlds of D&D inspire their followers to embrace this 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.
Zealot's Wrath
Starting when you choose this path at 3rd level, you can channel divine fury into your strikes. While you're raging, the first creature you hit on each of your turns with an attack that could benefit from your Rage’s damage bonus takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
Chosen by the Divine
Also at 3rd level, your soul has been marked for endless battle. You gain the following features:
Undying Warrior. If a spell, such as revivify, 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.
Restored Warrior. If a spell, magic item or effect would restore hit points to you, you may roll a d12 and add the result to the total. You can do so a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Zealous Focus
Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability once per rage, and at 14th level, you can use it twice per rage.
Fanatical 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. You and up to a number of creatures equal to your proficiency bonus within 60 feet of you that can hear you, gain advantage on attack rolls and saving throws until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest, or by expending a use of your Rage feature.
Rage Beyond Death
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal harm.
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.
While in this state, your weapon attacks deal an additional d4 radiant damage, you have a flying speed equal to your walking speed, and you must fail four death saving throws, rather than three, in order to die.
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