Zealot
The Zealot is both a paladin and a master orator, trained in religious teachings, as well as in the arts of battle. However, their most prominent feature is their unwavering faith. They follow the teachings of their religion and strictly adhere to them, no matter who stands in their way. Heretics and infidels are their mortal enemies. A Zealot’s presence is proof of the might of their deity and a good reason to feel fear.
Tenets of Zealot
Although the religious teachings of different deities vary, zealots share the following tenets:
Divine Might. Your deity will always have enemies, and you shall always be prepared to do battle with them.
God’s Kingdom. You will rule god’s kingdom with wisdom and strength.
True Path. Your path is true, and all who defy it are infidels.
Oath Spells
You gain oath spells at the paladin levels listed below: Zealot Spells
Paladin Level | Spells |
---|---|
3rd | Bane, Detect magic |
5th | Flame blade, Pass without trace |
9th | Bestow curse, Protection from energy |
13th | Confusion, Freedom of movement |
17th | Hallow, Planar binding |
Dedicated Faithful
Nothing shall stand between you and your faith.
Starting at 3rd level, your deity bestows a portion of its divine power upon you. You gain a pool of points called Faith Points, and it is equal to your paladin level plus your proficiency bonus.
You can use faith points to cast spells or to use paladin class features that require you to expend spell slots (such as Divine Smite). The number of faith points required to do so is equal to twice the level of the spell slot.
You regain all expended faith points when you finish a long rest.
Channel Divinity
Others shall heed your call or perish.
When you become a zealot at 3rd level, you gain the following two Channel Divinity options:
Call of the Zealot. By using this option, you can incite fear, hope, or rage within people.
As an action, you quote the teachings of your deity and incite fear, hope, or rage within your audience. Choose a number of creatures equal to your Charisma modifier (minimum of one creature) that can hear you, within 30 feet of you. The targets are charmed, frightened, affected by the bless spell, or affected by the bane spell (one of your choice). If a target is unwilling, it can resist the effect with a successful Charisma saving throw. These spells do not require concentration when they are cast using this feature. At 10th level, the range and the number of creatures you can target with this feature are doubled.
Turn the Heretic. As an action, you present your holy symbol and speak a prayer. Each enemy that does not worship your deity that can see or hear you within 30 feet of you must make a Wisdom saving throw. A creature that fails its saving throw 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 only use the Dash action or try to escape from an effect preventing it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Eyes of the Faithful
Nothing shall escape your eyes.
Starting at 7th level, when you or a friendly creature within 10 feet of you hits a creature with a weapon attack, the target sheds bright light in a 10-foot radius, melee weapon attacks against it are made with advantage, it becomes visible and cannot benefit from being invisible, and it automatically fails Dexterity (Stealth) checks until the end of its next turn. You choose the color of the light. Both you and friendly creatures can choose not to use this feature.
Will of the Zealot
None shall turn you from your path.
Beginning at 15th level, you have advantage on saving throws against enchantment and illusion spells.
Shadow of the Divine
You shall turn terrible defeats into the greatest victories.
Starting at 20th level, you can reroll an ability check, attack roll, damage roll, or saving throw. You can do so after you make the roll and after the GM declares the result. You can choose which roll to use.
Also, when a creature with truesight looks at you, it sees one of the humongous ethereal hands of your deity reaching out from the sky to protect and guide you.
You can use this feature a number of times equal to your Charisma modifier (minimum of twice). You regain any expended uses when you finish a long rest.
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