xanathars guide to everything

(Jeff_L) #1

RAGING STORM
At 14th level, the power of the storm you channe l grows
mightie r, lashing o ut at your foes. T he effect is based on
the environment you c hose for your Storm Aura.
Desert. Immedia te ly after a c reature in your aura nits
you with a n a ttack, you can use your reactio n to force
that c reature to make a Dexterity saving throw. On a
fa ile d save, the creature takes fire damage equal to half
your b arbarian level.
Sea. When you hi t a c reature in your aura with an
attack, you can use your reaction to force that creature
to make a Strength saving throw. On a failed save, the
creature is knocked prone, as if struck by a wave.
Tundra. Wheneve r t he effect of your Storm Aura is ac-
tivated, you can choose one creature you can see in th e
aur a. That creature mus t s ucceed on a Strength saving
throw, or its speed is reduced to^0 until t he start of your
next turn , as magical frost covers it.


Path of the Zealot

Some deities inspire th eir followers to pitc h the mselves
into a fe rocious battle fury. T hese barbarians are zeal-
ots-warriors w h o channe l their rage into powerful dis-
plays of divine power.
A variety of gods across the worlds of D &D inspire
their followers to embrace this path. Tempus from the
Forgotte n Realms and Hextor and Erythnul of Grey-
hawk a r e all prime examples. In general, t he gods who
inspire zealots a r e d e ities o f combat, destruction, and
viole nce. Not all are evil, but few are good.

PATH OF THE ZEALOT FEATURES
Barbarian
Level Feature
3rd Divine Fury, Warrior of the Gods
6th Fanatical Focus
10th Zealous Presence
14th Rage beyond Death

DIVINE FURY
Starting when you c hoose this path at 3 rd level, you can
c hanne l divine fury into your weapon strikes. While
you're raging, the first creature you hit on each o f your
turns with a weapon attack takes extr a damage equa l
to 1d6 + half your barbarian level. The extra damage is
necroti c o r ra diant; you choose the type of damage w hen
you gain this feature.

WARRIOR OF THE Goos
At 3rd level, your soul is marked for e ndless battle. If a
spell, suc h as raise d ead , has the sole effect of restoring
you to life (but not undeath), the caster doesn't need ma-
te ri a l components to cast the spell o n you.

FANATICAL Focus
Starting at 6th level, t he divine power that fuels your
rage can protect you. If you fail a saving throw w hile
you're raging, you can r e roll it, and you must use the
new ro ll. You can use this ability only o nce per rage.

ZEALOUS PRESENCE
At 10th level, you learn to c hannel divine power to in-
spire zealotry in others. As a bonus action, you un leash
a battle c ry infused with divine e ne r gy. Up to te n other
c reatures 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 14 t h level, t he divine power t hat fue ls your
rage a llows you to shrug off fatal blows.
While you're raging, having^0 hit points doesn't knock
you unconsc ious. You still must make death saving
throws, and you s uffe r the normal effects of taking
damage while at^0 hit points. However, if you would die
due to failing death saving throws, you do n't die until
your rage ends, and you die then only if you still have^0
hit points.

CHAPTER 1 I CHARACTER OPTIONS
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