Zealot {Sorcerer} in Tria | World Anvil
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Zealot {Sorcerer}

Zealot

A Zealot is a symbiotic host who functions within a paradigm of complete surety and immense willpower. Rather than drawing on a deep understanding of the physical universe to communicate intention to their symbiote, a Zealot's unwavering beliefs about how the universe should function are what inform and guide their symbiote's warping of reality.  

Rooted in Dogma

The first Zealots were trained by a Yesk named Kine centuries ago as he sought a more efficient means of enabling creatures to access symbiotic abilities. The shortcut, he discovered, was that one did not need to fully understand the universe in order to warp it, one simply needed to be convinced that they did understand the universe. Through intense training training, dogmatic conditioning, and reinforcement of fundamental "truths," individuals were rapidly able to start using powers in both subtle and powerful ways as their symbiotes attempted to reconcile reality with their acquired worldviews. Although their powers are considered less refined or sophisticated than those of traditional Academics, they are by no means less effective.   Zealots are a notable part of the reason why personal bonding with symbiotes has been outlawed throughout the galaxy. While the Order of Kine's Zealot shock troopers are perhaps the most well known, fanatical groups have continued to surface in the centuries following the disappearance of Kine and the other Yesk. These cults or political movements have time and time again sought to gain advantages through easy, extradimensional means.  

The Power of Belief

An unshakable faith is the core of a Zealot's life and is what powers their abilities. Whether this belief is something that has been drummed into them since childhood and remains the permanent core of their worldview, acquired later in life and cemented by a traumatic or dramatic life event, or even a highly impermanent and changable set of views that are short-lived but intensely believed, a Zealot wills their understanding of the universe into existence around them.   Communicating with a symbiote via will and belief is generally an efficient method of stimulating it into reality-bending action. However, the tradeoff of this focused method tends to be that Zealots do not have as wide a range of abilities as the more scholarly Academics, but they are able to willfully emply their more narrow powerset in creative ways that could not be achieved by more rigid, scientific systems.  

Creating a Zealot

The most important question to consider when creating your Zealot is the origin of your power. As a starting character, you’ll choose an origin that ties into the source of your iron will, whether that be a passionate socio-political movement, cultish environments, or sheer personal stubbornness, but how and why you presently use your powers is up to you to decide. Are you still bent on bringing about the cause that gifted you with your symbiote and its abilities? Have you broken away to pursue a new passion? Has your deeply held paradigm shifted multiple times over your life?   How do you feel about the way you warp reality around? Do you embrace it, try to master it, or revel in its unpredictable nature? Do you even realize that your reality is far removed from those of more mundane individuals? Did you seek this passionate life out, or did it find you? Did you have the option to refuse your powers, and do you wish you had? What do you intend to do with them? Perhaps you feel like you’ve been given this power for some lofty purpose. Or you might decide that the power gives you the right to do what you want, to take what you want from those who lack such power.  

Quick Build

You can make a Zealot quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, endothermic blast, message and shocking grasp cantrips, along with the 1st-level powers vortex shield and lasers.  

Zealot Table

 

Features

Symbiotic Powers

As a host to an extradimensional symbiote, you gain access to a creature that has the capability of manipulating the very fabric of reality in both very subtle and potentially catastrophic ways. Using your deep seated certainty about the universe and your unbending will, you are able to communicate to this symbiote ideas about how you desire your local reality to change around you.   Cantrips
At 1st level, you know four cantrips of your choice from the Zealot powers list. You learn additional cantrips of your choice at higher levels as shown in the Cantrips Known column of the Zealot table.   Powers of 1st Level and Higher
You know two 1st-level powers of your choice from the Zealot power list.   The Accessible Powers column of the Zealot table shows when you learn more Zealot powers of your choice. Each of these powers must be of a level for which you have power slots. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the Zealot powers you know and replace it with another power from the Zealot power list, which also must be of a level for which you have power slots.   Power Use Ability
Charisma is your power use ability for your Zealot powers, since your ability to use powers is linked to your ability to project your will into the world. You use your Charisma whenever a power refers to your power use ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Zealot power you use and when making an attack roll with one.   Power save DC = 8 + your proficiency bonus + your Charisma modifier   Power attack modifier = your proficiency bonus + your Charisma modifier  

Zealotry

Choose the type of Zealot that you are (see list of Zealotry options at the end of this class sheet). This could be informed by your background and the origin of your Zealot abilities or it could reflect who you are now despite your past. Your choice grants you features at 1st level and again when you achieve 6th, 14th, and 18th level.  

Determination

At 2nd level, you tap into the steadfast determination that defines you and your beliefs. This determination is represented by Will Points which allow you to create a variety of symbiotic effects.   Will Points
You have 2 will points, and you gain more as you reach higher levels, as shown in the Will Points column of the Zealot table. You can never have more will points than shown on the table for your level. You regain all spent will points when you finish a long rest.   Flexible Powers
You can use your will points to gain additional power slots, or sacrifice power slots to gain additional will points. You learn other ways to use your will points as you reach higher levels.
  • Creating Power Slots: You can transform unexpended will points into one power slot as a bonus action on your turn. The Creating Power Slots table shows the cost of creating a power slot of a given level. You can create power slots no higher in level than 5th. The created power slots vanish at the end of a long rest.
  • Converting a Power Slot to Will Points: As a bonus action on your turn, you can expend one power slot and gain a number of will points equal to that slot's level.
  Creating Power Slots
Power Slot Level Will Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
 

Symbiotic Creativity

At 3rd level, you gain the ability to twist your powers to better suit your needs. You gain two of the following Symbiotic Creativity options of your choice. You gain another one at 10th and 17th level.   You can use only one Symbiotic Creativity option on a power when you use it, unless otherwise noted.   Careful Power
When you use a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power's full force. To do so, you spend 1 will point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the power.   Distant Power
When you use a power that has a range of 5 feet or greater, you can spend 1 will point to double the range of the power. When you use a power that has a range of touch, you can spend 1 will point to make the range of the power 30 feet.   Empowered Power
When you roll damage for a power, you can spend 1 will point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. NOTE: You can use Empowered Power even if you have already used a different Symbiotic Creativity option during the use of the power.   Extended Power
When you use a power that has a duration of 1 minute or longer, you can spend 1 will point to double its duration, to a maximum duration of 24 hours.   Heightened Power
When you use a power that forces a creature to make a saving throw to resist its effects, you can spend 3 will points to give one target of the power disadvantage on its first saving throw made against the power.   Quickened Power
When you use a power that has a activation time of 1 action, you can spend 2 will points to change the activation time to 1 bonus action for this use.   Seeking Power
If you make an attack roll for a power and miss, you can spend 2 will points to reroll the d20, and you must use the new roll. NOTE: You can use Seeking Power even if you have already used a different Symbiotic Creativity option during the use of the power.   Subtle Power
When you use a power, you can spend 1 will point to mask any indication that your symbiote has activated to initiate the power. This removes the requirement for Stealth checks to attempt to hide your use of powers. Situationally, if the resulting effect of your power has a sensory element that may compromise your position (e.g. a streak of light or a loud sound) and there is a creature that is actively trying to search out the power's origin, you still may need to succeed on a Stealth check but you may make this check with advantage.   Transmuted Power
When you use a power that deals a type of damage from the following list, you can spend 1 will point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.   Twinned Power
When you use a power that targets only one creature and doesn't have a range of self, you can spend a number of will points equal to the power's level to target a second creature in range with the same power (1 will point if the power is a cantrip). To be eligible for Twinned Power, a power must be incapable of targeting more than one creature at the power's current level.  

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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Paradigm Shift

When you reach a level in this class that grants the Ability Score Improvement feature, you can choose to do one of the following, representing a subtle (or not) change in your worldview that affects your powers in new ways:
  • Replace one of the options you chose for the Symbiotic Creativity feature with a different Symbiotic Creativity option available to you.
  • Replace one cantrip you learned from this class' power use feature with another cantrip from the Zealot power list.
 

Reconcile Reality

When you reach 5th level, your convictions about how reality are so strong that your will can attempt to try and warp failure into success. When you make an ability check that fails, you can spend 1 will point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.  

Mindful Rest

At 20th level, you regain 4 expended will points whenever you finish a short rest.  

Zealotry Options

Pyro

Years of training and conditioning have shown you that the universe is infinitely combustible which allows you to engage in pyrotechnics with ease.  
Heart of Fire
At 1st level, whenever you start using a power of 1st level or higher that deals fire damage, flames erupt out from your symbiote. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your Zealot level (minimum of 1).  
Fire in the Veins
At 6th level, you gain resistance to fire damage. In addition, powers you use ignore resistance to fire damage.  
Pyromaniac's Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your Zealot level, and ignores resistance to fire damage.  
Fiery Essence
At 18th level, you gain immunity to fire damage. In addition, any power or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.    

Kryo

Years of training and conditioning have shown you that the natural state of the universe is one of stillness at absolute zero. This knowledge allows you to drain heat away from nearly anything with ease.  
Heart of Ice
At 1st level, whenever you start using a power of 1st level or higher that deals cold damage, ice crystalizes around your symbiote and before exploding away from you. This explosion of ice shards causes creatures of your choice that you can see within 10 feet of you to take cold damage equal to half your Zealot level (minimum of 1).  
Ice in the Veins
At 6th level, you gain resistance to cold damage. In addition, powers you use ignore resistance to cold damage.  
Kryomaniac's Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal cold damage to the attacker. The damage equals your Zealot level, and ignores resistance to cold damage.  
Icy Essence
At 18th level, you gain immunity to cold damage. In addition, any power or effect you create ignores resistance to cold damage and treats immunity to cold damage as resistance to cold damage.    

Psycher

Years of training and conditioning have shown you that everything is in the universe shares connections that can be accessed by a conscious mind. This knowledge allows you to mentally connect to and manipulate creatures with ease.  
Telepathic Speech
Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.   The telepathic connection lasts for a number of minutes equal to your Zealot level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.  
Psionics
Beginning at 6th level, when you use any power of 1st level or higher that has only Psychology discipline requirements, you can use it by expending a power slot as normal or by spending a number of will points equal to the power's level.   Additionally, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.  
Calculating Consciousness
Starting at 14th level, you gain the ability to overclock your consciousness to perform streams of calculations on all of your sensory input. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.   Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 will points to use it again.  
Unconstrained Recovery
At 18th level, you understand that biological limitations are meaningless to any mentally proficient individual and, as such, you gain the ability to overcome grievous injuries by psionically overclocking your body's systems. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.   Once you use this feature, you can’t use it again until you finish a long rest.    

Bender

Years of training and conditioning have shown you that the commonly perceived limitations of spacetime are meaningless. This knowledge allows you to warp space around you with ease.  
Light Bender
From 1st level, you have darkvision with a range of 120 feet. You also learn the Light cantrip, which doesn't count against your number of Zealot cantrips known.   When you reach 3rd level in this class, you learn the Darkness power, which doesn't count against your number of Zealot powers known. In addition, you can activate it either expending a power slot or by spending 2 will points. If you activate it with will points, you can see through the darkness created by the power.  
Spacetime Shield
Starting at 6th level, you can hijack the grand equations governing existence to compress spacetime around a creature into shimmering shield that resists objects passing through it. As an action, you can expend 1 to 5 will points to create a field around yourself or another creature you can see within 30 feet of you. The field lasts until you finish a long rest or until you use this feature again.   The field is represented by a number of d8s equal to the number of will points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.  
Shadow Walk
At 14th level, you gain the ability to generate portals hidden in low-light areas, allowing you to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.  
Warping Singularity
At 18th level, You can generate a space-warping anomaly in your wake. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.   Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 will points to use it again.    

Arg

Classified in some literature as Dialektikos (Greek for "argumentative") but more commonly known as "Args," Zealots of this type are rare to find and are somewhat of an anomaly when compared to others of this class. Rather than devoutly hold onto a single, dogmatic view of reality, Args are known for being able to bounce between wildly opposed perspectives, even seconds apart, and yet hold each as absolutely, unerringly true at the same time. Sometimes seen by scholars as having transcended the archetypical Zealot mold, an Arg is characterized as a rejection of any notion of reality that does not serve them in the moment and possess a will strong enough to coax their symbiote through the whiplash of polarizingly opposite, yet desired effects.  
Master of Contradictions
Starting at 1st level, if you make a successful power attack and if your next action is a new attack with a power that deals a different type of damage than the previous power attack, you gain Advantage on your attack roll (maximum once per turn). If either the new attack or the previous attack deal multiple types of damage, none of the damage types in the new attack may match any of the damage types in the previous attack in order to gain Advantage. Does not apply to powers that require saving throws.  
The Petty Sciences
At 6th level, you understand that there is clearly one Superlative Discipline, chosen from Biology, Chemistry, Physics, or Psychology. This allows you to use any power that is not in the Zealot's power list if its discipline requirements are of a type that match your Superlative Discipline (no combinations with other disciplines) by spending will points equal to the power's level to activate it. The power must be at least level 1 and also less than or equal to the highest power slot level that you have available, however it only can be activated by spending will points, not by consuming a power slot.   If the mood strikes, you may choose a different Superlative Discipline at the end of a Long Rest or by spending 2 will points to use a bonus action to change your Superlative Discipline.  
Resistance is Futile
Upon reaching 14th level, you can focus your will to instill your powers with overwhelming intensity, bypassing even the staunchest defenses. Whenever you use a power, you can expend a number of will points equal to the power's level to allow it to ignore any resistance or immunity to the power’s damage type the targets may have.  
QED
Beginning at 18th level, you can leverage your experience with bending all aspects of the cosmos to your will to argue your way out of some of its most mundane restrictions. You can use an action and expend 6 or more will points to temporarily transform into an extradimensional being that is disonnected from conventional 4-dimensional spacetime and has access to different dimensions of reality. This new form lasts for 3 rounds plus 1 round for each will point expended over 6. While you are in your extradimensional form, you gain the following benefits:
  • You have a flying speed of 40 feet.
  • Your power save DC is increased by 2.
  • You have resistance to damage from powers.
  • When you use a power of 1st level or higher, you regain hit points equal to the power’s level.
  • When your extradimensional form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.
   

Entropic Powers

Using one's will to guide a symbiote's powers rides a fine line between order and chaos. Unlike Academics who use their knowledge about precisely how reality works to effect change, a Zealot relies on the clarity of their intended purpose and strength of will to ensure their powers do not go awry. Some Zealot's do not strike that optimal balance, whether by lack of training, indoctrination, or possibly even by intentional carelessness. Without sufficient clarity of communication, a symbiote can warp reality in unexpected and extreme ways. This symbiotic entropy and chaos surrounds a Zealot with entropic powers and defines a life of incredible highs and potentially devastating lows at the mercy of their symbiote's tumultuous effects.  
Symbiotic Surge
Starting at 1st level, using powers can unleash surges of uncontrolled symbiotic influence on the world around you. Immediately after you use a Zealot power of 1st level or higher, the GM can have you roll a d20. If you roll a 1, roll on the Entropic Powers Surge table to create a random symbiotic effect.  
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.   Any time before you regain the use of this feature, the GM can have you roll on the Entropic Powers Surge table immediately after you use a Zealot power of 1st level or higher. You then regain the use of this feature.  
Bend Luck
Starting at 6th level, you have the ability to try to force a favourable outcome using your entropic powers. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 will points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.  
Controlled Chaos
At 14th level, you gain a modicum of control over the power surges of your symbiote. Whenever you roll on the Entropic Powers Surge table, you can roll twice and use either number.  
Power Bombardment
Beginning at 18th level, the harmful energy of your powers intensifies. When you roll damage for a power and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.  
Entropic Powers Surge Table
d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
05-06 A generic human from Earth, chosen and controlled by the GM pops into existence in an unoccupied space within 5 feet of you, then disappears 1 minute later.
07-08 You use Fireball as a 3rd-level power centered on yourself.
09-10 You use Lasers as a 5th-level power.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14 You use Confusion centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20 You use Grease centered on yourself.
21-22 Creatures have disadvantage on saving throws against the next power you use in the next minute that involves a saving throw.
23-24 Your skin turns a vibrant shade of blue. A Nullify Power can end this effect.
25-26 Your eyes mutate, changing colour and gaining enhanced lenses and photoreceptors, for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28 For the next minute, all your powers with an activation time of 1 action have an activation time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32 You are transported to the pocket dimension until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34 Maximize the damage of the next damaging power you use within the next minute.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37-38 1d6 flumphs controlled by the GM pop into existence, in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40 You regain 2d10 hit points.
41-42 You and all of your items except one (GM's choice) shrink to a microscopic scale and are transported into the single remaining item until the start of your next turn. While within that item, you are incapacitated, have vulnerability to all damage, and all damage applied to the item applies to you. If you drop to 0 hit points, your item breaks, and you and the rest of your items revert to normal size.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46 You use Anti-Gravity on yourself.
47-48 A dragon hatchling controlled by the GM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52 A wavering, shimmering shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Lasers.
53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56 Your hair falls out but grows back within 24 hours.
57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
59-60 You regain your lowest-level expended power slot.
61-62 For the next minute, you must shout when you speak.
63-64 You use Fog Cloud centered on yourself.
65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68 You are frightened by the nearest creature until the end of your next turn.
69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or uses a power.
71-72 You gain resistance to all damage for the next minute.
73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-78 You use Minor Genetic Splice on yourself. If you fail the saving throw, you gain the Full Head and Torso physiological aspects of a sheep for the power's duration.
79-80 Holographic butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82 You can take one additional action immediately.
83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86 You use Quantum Uncertainty Field.
87-88 You use Fly on a random creature within 60 feet of you.
89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or use a power.
91-92 If you die within the next minute, you immediately come back to life with 50% of your hit points.
93-94 Your size increases by one size category for the next minute.
95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98 You are surrounded by faint, ethereal music for the next minute.
99-100 You regain all expended will points.

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