{"name":"Zealot","overview":"Zealots are servants of the divine, possessing duty to the\r\ndeity that they worship. Followers, like clergies, temples, and\r\ncommon folk, are what gives deities their power and\r\ninfluence. Zealots are recipients of but minute portions of\r\ntheir deity\u2019s power. But unlike Warlocks, a Zealot\u2019s power is\r\ngranted through an oath of devotion to their deity rather than\r\nan exchange. They are enforcers of their deity\u2019s will but still\r\nmaintain the agency to make their own values and\r\njudgements. Zealots often have personal reasonings for their\r\ndevotion to their deity and have their own goals which align\r\nwith their deity\u2019s values. A Zealot\u2019s style of spellcasting and\r\ncombat fall within four domains: the Combat Domain, the\r\nLife Domain, the Radiance Domain, and the Sky Domain.\r\n\r\nZealots of the Combat Domain are champions of battle.\r\nThey incorporate divine spellcasting as well as martial\r\nprowess into their fighting style. Combat Domain Zealots use\r\ntheir deity\u2019s influence in order to enhance their combative\r\nability. They have access to spell specific to their domain\r\nwhich serve to protect themselves and their allies as well as\r\nto destroy their enemies. Combat Domain Zealots are the\r\nsoldiers of their deity and are willing to die for their cause.\r\n\r\nZealots of the Life Domain focus more on healing than\r\ncombat. Their style of spellcasting enhances their healing\r\nabilities allows them access to spells specific to their domain\r\nof zealotry. Life Domain Zealots also carry a warding aura\r\nwhich protects themselves and their allies from the damaging\r\neffects of other spells. They also posses a well of healing\r\nmagic which is separate from their spells which they can\r\nmend an amount of allies within their immediate vicinity.\r\n\r\nZealots of the Radiance Domain are a representation of all\r\nthings that bring light. Their style of spellcasting incorporates\r\nfire, heat, flares, radiancy and all else that shines. Radiance\r\nDomain Zealots have access to spells specific to their domain\r\nwhich illuminate their enemies in order to stun and aust\r\nthem. Wherever they go, they are always the brightest thing\r\nin the room, be it literally or metaphorically. Radiance\r\nDomain Zealots are mortal enemies of darkness in all\r\naspects.\r\n\r\nZealots of the Sky Domain are the bringers of storms. They\r\nincorporate elements such as lightning, thunder, ice, wind\r\nand water into their spellcasting style. Sky Domain Zealots\r\nhave access to spells specific to their domain which bring\r\nupon torrents of the sky.They are able to channel these elements into their attacks and spells in order to maximize their impact. Storms bring\r\ncomfort rather than fear to Sky Domain Zealots.","hitdice":"d8","hitpointsfirstlevel":"8+your constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your constitution modifier per outlaw level after 1st","armorproficiencies":"Light Armor, Medium Armor, and Shields","weaponproficiences":"Simple Weapons, war hammer, and maul","tools":"None","savingthrows":"Wisdom & Charisma","skills":"choose two from acrobatics, athletics, history, insight,\r\nmedicine, persuasion, and religion","equipment":"You start with the following equipment, in addition to the\r\nequipment granted by your background:\r\n(a) a simple weapon or (b) a war hammer\r\n(a) a lightweight padded vest or (b) a crude padded vest\r\n(a) any other simple weapon or (b) a shield\r\n(a) a priest\u2019s pack or (b) an explorer\u2019s pack\r\na holy symbol","spellcasting":"[h2]Cantrips[\/h2]\r\nAt 1st level, you know three cantrips of your choice from the\r\nZealot spell list. You learn additional Zealot cantrips of your\r\nchoice at higher levels, as shown in the Cantrips Known\r\ncolumn of the Zealot table.\r\n\r\n[h2]Preparing and Casting Spells[\/h2]\r\nThe Zealot table shows how many spell slots you have to cast\r\nyour spells of 1st level and higher. To cast one of these spells,\r\nyou must expend a slot of the spell's level or higher. You\r\nregain all expended spell slots when you finish a long rest.\r\nYou prepare the list of Zealot spells that are available for you\r\nto cast, choosing from the Zealot spell list. When you do so,\r\nchoose a number of Zealot spells equal to your Charisma\r\nmodifier + your Zealot level (minimum of one spell). The\r\nspells must be of a leveI for which you have spell slots.\r\nFor example, if you are a 3rd-level Zealot, you have four\r\n1st-level and two 2nd-level spell slots. With a Charisma of 16,\r\nyour list of prepared spells can include six spells of 1st or 2nd\r\nlevel, in any combination. If you prepare the 1st-level spell\r\ncure wounds, you can cast it using a 1st-level or 2nd-level\r\nslot. Casting the spell doesn't remove it from your list of\r\nprepared spells.\r\n\r\nYou can change your list of prepared spells when you finish\r\na long rest. Preparing a new list of Zealot spells requires time\r\nspent in prayer and meditation: at least 1 minute per spell\r\nlevel for each spell on your list.\r\n\r\n[h2]Spellcasting Ability[\/h2]\r\nCharisma is your spellcasting ability for your Zealot spells.\r\nThe power of your spells comes from your devotion to your\r\ndeity. You use your Charisma whenever a Zealot spell refers\r\nto your spellcasting ability. In addition, you use your\r\nCharisma modifier when setting the saving throw DC for a\r\nZealot spell you cast and when making an attack roll with\r\none.\r\n\r\n[i]Spell Save DC = 8 + your proficiency bonus + your\r\nCharisma modifier\r\n\r\nSpell Attack Modifier = your proficiency bonus + your\r\nCharisma modifier[\/i]\r\n\r\n[h2]Ritual Casting[\/h2]\r\nYou can cast a Zealot spell as a ritual if that spell has the\r\nritual tag and you have the spell prepared.\r\n\r\n[h2]Spellcasting Focus[\/h2]\r\nYou can use a holy symbol as a spellcasting focus for your\r\nZealot spells.","features":"[h2]Divine Domain[\/h2]\r\nAt 1st level, you choose one domain related to your god:\r\nCombat, Life, Radiance, Sky. Each domain is detailed at the\r\nend of the class description. Your choice grants you domain\r\nspells and other features when you choose it at 1st level. It\r\nalso grants you additional ways to use Channel Divinity when\r\nyou gain that feature at 2nd level, and additional benefits at\r\n6th, 8th, and 17th level.\r\n\r\n[h2]Domain Spells[\/h2]\r\nEach domain has a list of domain spells that you gain at the\r\nZealot level noted in the domain description. Once you gain a\r\ndomain spell, you always have it prepared, and it doesn't\r\ncount against the number of spells you can prepare each day.\r\nIf you have a domain spell that doesn't appear on the Zealot\r\nspell list, the spell is nonetheless a Zealot spell for you.\r\n\r\n[h2]Channel Divinity[\/h2]\r\nAt 2nd level, you gain the ability to channel divine energy\r\ndirectly from your god, using that energy to fuel magical\r\neffects. You start with two such effects: Turn the Unholy and\r\nan effect determined by your domain. Some domains grant\r\nyou additional effects as you advance in level, as noted in the\r\ndomain description. When you use your Channel Divinity, you\r\nchoose which effect to create.\r\n\r\nYou must then finish a short or long rest to use your Channel\r\nDivinity again. Some Channel Divinity effects require saving\r\nthrows. When you use such an effect from this class, the DC\r\nequals your Zealot spell save DC. Beginning at 6th level, you\r\ncan use your Channel Divinity twice between rests, and\r\nbeginning at 18th level, you can use it three times between\r\nrests. When you finish a short or long rest, you regain your\r\nexpended uses.\r\n\r\n[h2]Channel Divinity: Turn the Unholy[\/h2]\r\nAs an action, you present your holy symbol and speak a\r\nprayer censuring fiends and undead, using your Channel\r\nDivinity. Each fiend or undead that can see or hear you within\r\n30 feet of you must make a Charisma Saving Throw. If the\r\ncreature fails its Saving Throw, it is turned for 1 minute or\r\nuntil it takes damage. A turned creature must spend its turns\r\ntrying to move as far away from you as it can, and it can't\r\nwillingly move to a space within 30 feet of you. It also can't\r\ntake reactions. For its action, it can use only the Dash action\r\nor try to escape from an effect that prevents it from moving. If\r\nthere's nowhere to move, the creature can use the Dodge\r\naction.\r\n\r\n[h2]Divine Smite[\/h2]\r\nStarting at 2nd level, when you hit a creature with a melee\r\nweapon attack, you can expend one Zealot spell slot to deal\r\nradiant damage to the target, in addition to the weapon's\r\ndamage. The extra damage is 1d8 for a 1st-level spell slot,\r\nplus 1d8 for each spell level higher than 1st. The damage\r\nincreases by 1d8 if the target is an undead or a fiend.\r\n\r\n[h2]\r\nAbility Score Improvement[\/h2]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and\r\n19th level, you can increase one ability score of your choice\r\nby 2, or you can increase two ability scores of your choice by\r\n1. As normal, you can't increase an ability score above 20\r\nusing this feature.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once,\r\nwhenever you take the Attack action on your turn.\r\n\r\n[h2]Divine Intervention[\/h2]\r\nBeginning at 10th level, you can call on your god to intervene\r\non your behalf when your need is great. Imploring your\r\ndeity's aid requires you to use your action. Describe the\r\nassistance you seek, and roll percentile dice. If you roll a\r\nnumber equal to or lower than your Zealot level, your deity\r\nintervenes. The DM chooses the nature of the intervention;\r\nthe effect of any Zealot spell or Zealot domain spell would be\r\nappropriate. lf your deity intervenes, you can't use this feature\r\nagain for 7 days. Otherwise, you can use it again after you\r\nfinish a long rest. At 20th level, your call for intervention\r\nsucceeds automatically, no roll required.\r\n\r\n[h2]Purity of Body[\/h2]\r\nBy 14th level, your body has been in contact with holy energy\r\nfor for such a prolonged period of times it starts that you\u2019ve\r\nabsorbed enough to make yourself grow resilient and\r\nresistant to tools that evil doers would often use against you.\r\nYou gain immunity to diseases and curses as well as\r\nresistance to poison damage as well as advantage on Saving\r\nThrows against being poisoned.","subclasses":"[h1]Divine Domain[\/h1]\r\nA Zealot serves his god with fervor and passion the likes of\r\nwhich normal people could only imagine. Though the life of\r\nzealotry is very similar for all, whether they see each other as\r\nbrothers, comrades in arms, rivals, or even enemies depends\r\non the gods that they worship. Zealots have different ways of\r\nexpressing the powers given to them by divine providence\r\nthat represent the aspects of life their gods generally have\r\ncontrol over. For many gods, their control is very broad. The\r\nfour divine domains are those usually associated with most\r\ngods.\r\n\r\n[hr]\r\n\r\n[h1]Combat Domain[\/h1]\r\nBringer of battle\r\n[h2]\r\nCombat Domain Spells[\/h2]\r\n\r\nSpell| Level Spell\r\n\r\n1st| divine favor, shield of faith\r\n\r\n2nd| magic weapon, spiritual weapon\r\n\r\n3rd |crusader's mantle, spirit guardians\r\n\r\n4th |freedom of movement, stoneskin\r\n\r\n5th |flame strike, hold monster\r\n\r\n[h2]Bonus Proficiencies[\/h2]\r\nAt 1st level, you gain proficiency with martial weapons, heavy\r\narmor, and unarmed strikes. Your unarmed strikes deal 1d4\r\nbludgeoning damage. Your unarmed strike damage increases\r\nto 1d6 at 5th level and again to 1d8 at 11th level.\r\n\r\n[h2]Communion of Combat[\/h2]\r\nAt 1st level, your god gives you the distinct honor of being\r\nable to use your divine spells while in martial combat. You\r\ncan perform the somatic components of spells even when you\r\nhave weapons or a shield in one or both hands and you can\r\nuse your weapon as if it was a spell focus.\r\n\r\n[h2]Channel Divinity: Declaration of War[\/h2]\r\nStarting at 2nd level, you can use your Channel Divinity to\r\nempower combat abilities in nearly every way. As a bonus\r\naction, you can use your channel divinity to make all your\r\nweapon attacks count as magical for the purposes of\r\novercoming immunity and resistances for 1 minute.\r\nAdditionally, you can add your Charisma modifier to damage\r\nrolls and AC for the duration of this feature.\r\n\r\n[h2]Guided Hand[\/h2]\r\nAt 6th level, when you or a creature within 60 feet you makes\r\nan attack roll that would miss, you can choose to reroll the\r\nattack but must use the new roll. You can use this feature a\r\nnumber of times equal to your Charisma modifier. You must\r\nfinish a long rest before you regain all uses of this feature.\r\n\r\n[h2]Constant Vigilance[\/h2]\r\nBy 8th level, your divine abilities helps you to strike foes when\r\nthey first come within your range and allows you to cut off\r\ntheir retreats. When a creature first moves within range for\r\nyou and makes an attack roll with a melee weapon, you can\r\nuse your reaction to make an attack roll against that creature.\r\nAdditionally, creatures within 5 feet of you provoke\r\nopportunity attacks from you even if they take the Disengage\r\naction before leaving your reach.\r\n\r\n[h2]Complete Conquest[\/h2]\r\nAt 17th level, you regain a use of your Channel Divinity\r\nwhenever you drop a creature\u2019s hit points to 0.\r\n[hr]\r\n[h1]Life Domain[\/h1]\r\nBringer of health\r\n\r\n[h2]Life Domain Spells[\/h2]\r\n\r\nSpell| Level Spell\r\n\r\n1st |bless, cure wounds\r\n\r\n2nd |lesser restoration, spiritual weapon\r\n\r\n3rd |beacon of hope, revivify\r\n\r\n4th |death ward, guardian of faith\r\n\r\n5th| mass cure wounds, raise dead\r\n\r\n[h2]Bonus Proficiency[\/h2]\r\nWhen you choose this domain at 1st level, you gain\r\nproficiency with heavy armor.\r\n\r\n[h2]Disciple of Life[\/h2]\r\nAlso starting at 1st level, your healing spells are more\r\neffective. Whenever you use a spell of 1st level or higher to\r\nrestore hit points to a creature, the creature regains\r\nadditional hit points equal to 2 + the spell's level.\r\n\r\n[h2]Channel Divinity: Preserve Life[\/h2]\r\nStarting at 2nd level, you can use your Channel Divinity to\r\nheal the badly injured. As an action, you present your holy\r\nsymbol and evoke healing energy that can restore a number\r\nof hit points equal to five times your Zealot level. Choose any\r\ncreatures within 30 feet of you, and divide those hit points\r\namong them. This feature can restore a creature to no more\r\nthan half of its hit point maximum. You can't use this feature\r\non an undead or a construct.\r\n\r\n[h2]Blessed Healer[\/h2]\r\nBeginning at 6th level, the healing spells you cast on others\r\nheal you as well. When you cast a spell of 1st level or higher\r\nthat restores hit points to a creature other than you, you\r\nregain hit points equal to 2 + the spell's level.\r\n\r\n[h2]Aura of Warding[\/h2]\r\nBeginning at 8th level, holy magic lies so heavily upon you\r\nthat it forms a divine ward against enemy magic. You and\r\nfriendly creatures within 10 feet of you have resistance to\r\ndamage from spells. At 18th level, the range of this aura\r\nincreases to 30 feet.\r\n\r\n[h2]Supreme Healing[\/h2]\r\nStarting at 17th level, when you would normally roll one or\r\nmore dice to restore hit points with a spell, you instead use\r\nthe highest number possible for each die. For example,\r\ninstead of restoring 2d6 hit points to a creature, you restore\r\n\r\n[hr]\r\n[h1]Radiance Domain[\/h1]\r\nBringer of light\r\n\r\n[h2]Radiance Domain Spells[\/h2]\r\n\r\nSpell |Level Spell\r\n\r\n1st |burning hand, guiding bolt\r\n\r\n2nd |flaming sphere, scorching ray\r\n\r\n3rd |daylight, fireball\r\n\r\n4th |guardian of faith, wall of fire\r\n\r\n5th |flame strike, scrying\r\n\r\n[h2]Bonus Cantrip[\/h2]\r\nWhen you choose this domain at 1st level, you gain the Light\r\ncantrip if you don't already know it.\r\n\r\n[h2]Blinding Light[\/h2]\r\nAlso at 1st level, you can briefly blind enemies with your holy\r\nflames. When you cast a Zealot spell of 1st level or higher\r\nthat deals either fire or radiant damage you can have a\r\ncreature damaged by that spell make a Constitution Saving\r\nThrow. The DC is equal to your Spell Save DC. On a failure,\r\nthe target has disadvantage on attack rolls and perception\r\nchecks that involve sight until the end of their next turn. You\r\ncan use this feature a number of times equal to your\r\nCharisma modifier. You must finish a long rest before you\r\nregain all uses of this feature.\r\n\r\n[h2]Channel Divinity: Like a Flash[\/h2]\r\nStarting at 2nd level, you can use your Channel Divinity to\r\nmove as fast as the light that you embody. On your turn, you\r\ncan use your channel divinity to perform an action using your\r\nbonus action.\r\n\r\n[h2]Luminous Splendor[\/h2]\r\nAt 6th level, you can feel your lustrous strength blossom\r\nwithin you in such a way that your radiance will never dull.\r\nWhen you roll a 1 or 2 on a damage die on attacks that deal\r\nradiant or fire damage, you can reroll the die. You must use\r\nthe new roll, even if the new roll is a 1 or a 2.\r\n63\r\n\r\n[h2]Shining Smite[\/h2]\r\nBy 8th level, you are so infused with incandescent energy\r\nfrom your god that all your melee weapon strikes carry divine\r\npower with them. Whenever you hit a creature with a melee\r\nweapon, the creature takes an extra 1d8 radiant damage. lf\r\nyou also use your Divine Smite with an attack, you add this\r\ndamage to the extra damage of your Divine Smite.\r\n\r\n[h2]Guiding Light[\/h2]\r\nStarting at 17th level, you can use your action to summon a\r\npillar of light that extends out in a 5ft radius and 10ft tall.\r\nThis Pillar sheds bright light in a 120ft radius and dim light\r\nfor another 120ft after that. Allies that are within the radius\r\nof dim light can add your Charisma modifier to their attack\r\nrolls. Allies within the radius of bright light gain this effect\r\nand can also add your Charisma modifier to their damage\r\nrolls as radiant damage. Allies within the pillar gain both\r\neffects and are also immune to radiant and fire damage while\r\nwithin the pillar. Once you use this feature you must finish a\r\nlong rest before you can use it again.\r\n\r\n[hr]\r\n[h1]Sky Domain[\/h1]\r\nBringer of tempests\r\n\r\nSky Domain Spells\r\n\r\nSpell |Level Spell\r\n\r\n1st |fog cloud, thunderwave\r\n\r\n2nd |gust of wind, shatter\r\n\r\n3rd |call lightning, sleet storm\r\n\r\n4th |control water, ice storm\r\n\r\n5th |destructive wave, insect plague\r\n\r\n[h2]Bonus Proficiency[\/h2]\r\nAlso at 1st level, you gain proficiency with martial weapons.\r\nMight of the Stormbringer\r\nWhen you make a successful spell attack against a creature\r\nor a creature fails its Saving Throw against one of your\r\nZealot spells and that spell does cold, lightning, or thunder\r\ndamage you can force that creature to make a Strength\r\nSaving Throw versus your Zealot spell save DC. On a failure\r\nthe target is knocked down and becomes prone and you can\r\nmake a weapon attack as a reaction against the creature you\r\nknocked prone if they are within range, on a success this\r\nfeature fails. You can use this feature a number of times equal\r\nto your Charisma modifier and you regain all uses of this\r\nfeature on a long rest.\r\n\r\n[h2]Channel Divinity: Destructive Wrath[\/h2]\r\nStarting at 2nd level, you can use your Channel Divinity to\r\nwield the power of the sky and storm with unchecked ferocity.\r\nWhen you roll lightning or thunder damage, you can use your\r\nChannel Divinity to deal maximum damage, instead of\r\nrolling.\r\n\r\n[h2]Discharge[\/h2]\r\nAt 6th level, when you deal lightning damage to a Large or\r\nsmaller creature, you can also push it up to 10 feet away from\r\nyou.\r\n\r\n[h2]Charged Smite[\/h2]\r\nBy 8th level, you\u2019ve learned how to charge your divine smite\r\nwith the power of lightning itself. When you use the divine\r\nsmite feature you add an additional 1d8 lightning damage to\r\nthe damage roll. At 14th level this becomes 2d8 lightning\r\ndamage.\r\n\r\n[h2]Servant of the Sky[\/h2]\r\nAt 17th level, you gain resistance to lightning and thunder\r\ndamage and you gain the ability to sprout a pair of angel\r\nwings from your back, gaining a flying speed equal to your\r\ncurrent speed. You can create these wings as a bonus action\r\non your turn. They last until you dismiss them as a bonus\r\naction on your turn. You can't manifest your wings while\r\nwearing armor unless the armor is made to accommodate\r\nthem, and clothing not made to accommodate your","tabledata":"Level | Proficiency | Bonus Features | Cantrips Known |1st | 2nd |3rd | 4th| 5th | 6th | 7th | 8th |9th\r\n1st| +2 |Divine Domain, Spellcasting |3 |2 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014\r\n2nd| +2 |Channel Divinity (1\/rest), Divine Smite, Divine Domain feature |3| 3| \u2014| \u2014| \u2014| \u2014|-- | \u2014 |\u2014| \u2014\r\n3rd| +2 |\u2500 |3| 4| 2| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014|\r\n4th |+2 |Ability Score Improvement| 4| 4| 3| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014\r\n5th |+3 |Extra Attack |4 |4 |3 |2 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014| \u2014\r\n6th |+3 |Channel Divinity (2\/rest), Divine Domain feature| 4| 4| 3| 3| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014\r\n7th |+3 |\u2500 |4 |4 |3 |3 |1 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014\r\n8th |+3 |Ability Score Improvement, Divine Domain feature| 4| 4| 3| 3| 2| \u2014| \u2014| \u2014| \u2014| \u2014\r\n9th |+4 |\u2500 |4 |4 |3 |3 |3 |1 |\u2014 |\u2014 |\u2014 |\u2014\r\n10th| +4 |Divine Intervention |5 |4 |3 |3 |3 |2 |\u2014 |\u2014 |\u2014 |\u2014\r\n11th |+4 |\u2500 |5 |4 |3 |3 |3 |2 |1 |\u2014 |\u2014 |\u2014\r\n12th |+4 |Ability Score Improvement |5 |4 |3 |3 |3 |2 |1 |\u2014 |\u2014 |\u2014\r\n13th |+5 |\u2500 |5 |4 |3 |3 |3 |2 |1 |1 |\u2014 |\u2014\r\n14th |+5 |Purity of Body| 5| 4| 3 |3 |3 |2 |1 |1 |\u2014 |\u2014\r\n15th |+5 |\u2500 |5 |4 |3 |3 |3 |2 |1 |1 |1 |\u2014\r\n16th |+5 |Ability Score Improvement |5 |4 |3 |3 |3 |2 |1| 1| 1| \u2014\r\n17th |+6 |Divine Domain feature |5 |4 |3 |3 |3| 2| 1 |1 |1 |1\r\n18th |+6 |Channel Divinity (3\/rest)| 5| 4| 3| 3| 3| 3| 1| 1| 1 |1\r\n19th |+6 |Ability Score Improvement |5| 4| 3| 3| 3| 3| 2 |1 |1 |1\r\n20th |+6| Divine Intervention Improvement| 5 |4 |3 |3 |3 |3 |2 |2 |1 |1","tags":"Snakes and Saloons, Paladin, Cleric, DND","isShared":"1","templateId":"25","blockId":"196740"}