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ZealotBarbarian Primal Path — D&D 5e

Zealot barbarians rage for a god that doesn’t particularly care if they live through the fight, and the whole path is built around that indifference — extra damage on every rage, cheap resurrection if you drop, and the ability to keep fighting for a moment after your body should’ve stopped. It’s the path for a table that’s tired of caring about barbarian HP.

Class
Barbarian
Type
Primal Path
Features
4
Feature levels
3 · 6 · 10 · 14

Level by level

Zealot Features

Level 3Divine Fury

The first hit you land on a turn while raging adds a flat chunk of extra necrotic or radiant damage on top of the normal roll, which stacks with reckless attack to make your very first swing of a fight hit noticeably harder than everything after it.

Level 6Warrior of the Gods

Any spell that would bring you back from the dead — revivify, raise dead, resurrection — works on you without needing its usual costly material components and can’t fail, and coming back this way hands you a pile of temporary hit points, so your party stops budgeting diamonds for your funeral.

Level 10Fanatical Focus

Once per rage, if you fail a saving throw, you can reroll it and take the second result, which quietly removes the single biggest threat to a melee-committed barbarian: getting locked down by a save-or-suck spell before you reach the enemy.

Level 14Zealous Presence

Once per long rest you can shout inspiration into up to ten allies within 60 feet, handing them all advantage on their next attack roll or ability check — a free party-wide alpha-strike button once per day.

Swear the Oath

Everything on this page travels with you — class and subclass arrive pre-filled. One click from build to finished character.

Forge a Zealot Barbarian