Zealot
Typically being used as warriors for a fanatical cause or as enforcers by their masters, a zealot is forged when a well-trained combatant is met with the strange effects of occult magic or when they undergo a ritual burdened upon them by their deity or master, called a Rite. Many zealots see their newfound power as a boon or a sign from a higher power which they pledge their undying loyalty toward. Others find solace in the new ability, knowing that it brands them as an outcast and as a threat.
Some zealots are paladins who have forsaken their oath in exchange for eldritch power from a darker source. Others are those who desired to be paladins and were instead led astray down a false path of misplaced trust.
Despite their internal struggles, the forming of a zealot is a rare occurrence and they are each an individual force to be reckoned as they suffuse great amounts of dark magic with their immense amount of martial prowess. They find their power from the lower evil planes, though they aren't
inherently evil, they just tend to lean toward being evil, but often chaotic, as a result of this source.
Fueled by Darkness
A zealot's power is fueled by the darkness and corruption in their heart and soul. The more shattered and lost, the more powerful they might be, but at the cost of their sanity.
Each walks down a dark path looking to fulfill their rite and living by its tenets. For some faiths, this dark rite might be performed as a literal ritual while it may be a journey of worthiness for others, allowing the zealot to discover themselves along and through their worldly travels. Zealots exude the utmost confidence and resolve once their path is chosen, disregarding any past teachings they may have had and leaning heavily into their new purpose, evil or not.
Fanaticism Quirks
Gaining their power from an entity, maxim, or ideal, each zealot is very likely to be absolutely obsessed with their faith, deity, or patron, and lives by their tenets to the fullest extent.
This fanaticism often shows through their actions or even physically. You can roll 1d6 or choose a quirk from below.
d6 | Quirk |
---|---|
1 | You endlessly reference your faith at any opportunity |
2 | You're obsessed with a certain type of item |
3 | You tirelessly clean your runeforged weapons |
4 | You hoard icons and artifacts of your faith |
5 | Diving head-first into danger for glory |
6 | Harmless purple fog emanates from your wounds |
The Zealot
Level | Proficiency Bonus |
Class Features | Invocations Known |
Cantrips Known |
Spells Known |
Spell Slots |
Slot Level |
---|---|---|---|---|---|---|---|
1st | +2 | Runeforge, Vampiric Embrace | — | — | — | — | — |
2nd | +2 | Pact Magic, Runic Strike, Eldritch Invocations | 2 | 3 | 2 | 2 | 1st |
3rd | +2 | Dogmatic Rite | 2 | 3 | 3 | 2 | 1st |
4th | +2 | Ability Score Improvement | 2 | 3 | 4 | 2 | 1st |
5th | +3 | Extra Attack | 3 | 3 | 5 | 2 | 2nd |
6th | +3 | Aura of Terror | 3 | 4 | 6 | 2 | 2nd |
7th | +3 | Rite Feature | 3 | 4 | 7 | 2 | 2nd |
8th | +3 | Ability Score Improvement | 3 | 4 | 8 | 2 | 2nd |
9th | +4 | ─ | 4 | 4 | 9 | 2 | 3rd |
10th | +4 | Agent of Treachery | 4 | 4 | 10 | 2 | 3rd |
11th | +4 | Dreadful Strikes | 4 | 5 | 10 | 3 | 3rd |
12th | +4 | Ability Score Improvement | 4 | 5 | 11 | 3 | 3rd |
13th | +5 | ─ | 5 | 5 | 11 | 3 | 4th |
14th | +5 | Snuff Hope | 5 | 5 | 12 | 3 | 4th |
15th | +5 | Rite Feature | 5 | 5 | 12 | 3 | 4th |
16th | +5 | Ability Score Improvement | 5 | 6 | 13 | 3 | 4th |
17th | +6 | ─ | 6 | 6 | 13 | 4 | 5th |
18th | +6 | Aura Improvement | 6 | 6 | 14 | 4 | 5th |
19th | +6 | Ability Score Improvement | 6 | 6 | 14 | 4 | 5th |
20th | +6 | Rite Feature | 6 | 6 | 15 | 4 | 5th |
Class Features
As a zealot, you gain the following class features
Multiclassing
- You must have a Charisma score and a Strength score of 13 or higher in order to multiclass in or out of this class.
Hit Points
- Hit Dice: 1d10 per zealot level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per zealot level after 1st
Proficiencies
- Armor: Light armor, medium armor
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Charisma
- Skills: Choose two from Athletics, Deception, Insight, Intimidation, Perception, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Scale mail, two martial weapons, and a component pouch
- (a) five javelins or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
Runeforge
Beginning at 1st level, you learn a ritual that creates a dark bond between yourself, your faith, and a weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond as a runic weapon.
If a bonded weapon is on the same plane of existence, you can summon that weapon as an interaction on your turn, causing it to teleport instantly to your hand.
You can have a total amount of bonded weapons equal to your Charisma modifier, but can summon only one at a time with your interaction. If you attempt to bond with more weapons, you must break the bond with one of another.
Vampiric Embrace
You have a pool of vampiric dice which allow you to transfer life force from yourself to an ally or to drain the life of a foe. These dice are represented by d10s and you have an amount equal to your proficiency bonus. As an action, you can touch a creature and draw upon any number of dice from the pool.
If the target is willing, you lose hit points equal to the total result and the creature regains that many hit points.
If the target is unwilling, you force them to make a Constitution saving throw of which the DC is 8 + your proficiency bonus + your Charisma modifier. On a failed save, they take necrotic damage equal to the vampiric dice result and you regain hit points equal to damage taken. On a successful save, the target suffers no effects and your vampiric dice are not expended.
You regain all of your expended vampiric dice when you finish a long rest.
Pact Magic
At 2nd level, the magic bestowed upon you by your dark will have given you facility with spells akin to a warlock.
Cantrips
You know two cantrips of your choice from the zealot spell list. You learn additional zealot cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Zealot table.
Spell Slots
The Zealot table shows how many spell slots you have to cast your zealot spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your zealot spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell hellish rebuke, you must spend one of those slots, and cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 2nd level, you know two 1st-level spells of your choice from the zealot spell list.
The Spells Known column of the Zealot table shows when you learn more zealot spells of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
Additionally, when you gain a level in this class, you can choose one of the zealot cantrips and/or spells you know and replace it with another cantrip and/or spell from the zealot spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your zealot spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a zealot spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use a runic weapon as a spellcasting focus for your zealot spells.
Runic Strike
Beginning at 2nd level, when you hit a creature with a melee rune weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st. You regain hit points equal to half the total amount of damage dealt.
Eldritch Invocations
In the process of your zealous devotion, you have unearthed Eldritch Invocations, fragments of forsaken knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain zealot levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Zealot table. A level prerequisite refers to your level in this class.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
If you would gain an invocation you already know, you can replace the one you know with another you can learn.
Dogmatic Rite
When you reach 3rd level, you swear a dogmatic rite that binds you as a zealot forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. As part of these features, you also gain additional invocations and rite spells.
Rite Spells
Each rite has a list of associated spells. You gain access to these spells at the levels specified in the rite description. Rite spells don't count against your number of known spells.
If you gain a rite spell that doesn't appear on the zealot spell list, the spell is nonetheless a zealot spell for you.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Terror
Beginning at 6th level, whenever a hostile creature within 10 feet of you must make a saving throw, the creature suffers a penalty to the saving throw equal to your Charisma modifier (with a minimum penalty of -1). You stop granting this penalty while you're incapacitated.
Agent of Treachery
Beginning at 10th level, if you would ever become frightened, you become empowered for 1 minute instead, rolling a d4 and adding the number rolled to attacks and saving throws you make for the duration.
Dreadful Strikes
At 11th level, you are so suffused with zealous might that all your melee weapon strikes carry withering power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d6 necrotic damage.
Snuff Hope
At 14th level, while you're holding a runic weapon, you can use your reaction to attempt to interrupt the casting of a spell from a creature you can see within 60 feet of you.
If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your Charisma. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
You can use this feature once per long rest unless you expend a spell slot to use it again.
Aura Improvement
At 18th level, the range of your auras increase to 30 feet.
Dogmatic Rite
Becoming a zealot involves taking vows that commit the zealot to the cause of chaos, an active path of undying zeal. The final rite, taken when he or she reaches 3rd level, is the culmination of all the zealot’s training.
Some characters with this class don’t consider themselves true zealots until they have reached 3rd level and completed this rite. For others, the actual swearing of the rite is a formality, an official stamp on what has always been true in the zealot’s vile and wretched heart.
Rite of Death
The Rite of Death originates from a zealot's twisted idea of the cycle, corrupted by their fanaticism for the pale horseman. Zealots of this rite often warp the common understanding of life and its substance, acting as necromancers and reapers.
Tenets of Death
Though the exact words and strictures of the Rite of Death vary, zealots of this rite share these tenets:
Extinguish. Anything worth harming is deserving of death, of which you are the reaper.
Undeath. Those which are dead have value in their bones, being of use to you even after they've passed.
Survival. Do all which you must to continue your path, even if it means taking life from others.
Rite of Death Spells
You gain rite spells at the zealot levels listed.
Zealot Level | Spell |
---|---|
3rd | inflict wounds |
5th | blindness/deafness |
9th | spirit guardians |
13th | death defiance* |
17th | danse macabre |
Rite of Death Invocation
Your interest in the machinations of death warps you into a formidable wall of undeath, granting the following invocation:
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Heartrender
Begining at 3rd level, the damage of your Runic Strike uses d8s (instead of d6s) and any amount of hit points regained in excess of your maximum is gained as temporary hit points, lasting up to 1 minute.
When calculating the hit points regained from your Runic Strike or granted to a willing creature by Vampiric Embrace, add your Charisma modifier to the total amount.
Deathspeaker
Beginning at 7th level, as an action, you can cast speak with dead using this feature without a spell slot or material components by expending one vampiric die.
Ossuary
Beginning at 7th level, you learn to further harness the power of unlife, allowing you to forcibly employ the servitude of an undead thrall.
As a bonus action, you can cast animate dead using this feature and can target the bones or corpse of a beast, in addition to humanoids. The creature you make is always under your command, not requiring the use of your bonus action to control it during its turn. You regain the use of this feature if the creature you make would die or when you finish a long rest. You can only control one creature at a time and control over the thrall can't be taken away from you.
The creature you make gains temporary hit points equal to twice your Charisma modifier when its made and each time you short rest. The creature gains a bonus to their AC, attack rolls, and damage rolls equal to your proficiency bonus.
Flesh Sculptor
Beginning at 15th level, when you use your Ossuary feature, you can target the bones or corpse of a Large creature to create a grave titan or create three in any combination of skeletons and zombies, based on the remains.
The grave titan's game statistics are shown in the accompanying stat block, which uses your proficiency bonus (PB) in several places.
Aspect of Death
At 20th level, you can seize a trace of vitality from a parting soul and use it to mend the living. When an enemy dies within your Aura of Terror, you or one creature of your choice that is within your aura regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.
Rite of Famine
The Rite of Famine originates from imperial authorities utilizing zealots to control harvests, corrupted by their fanaticism for the black horseman. Zealots of this rite often seek to dominate others through attrition, acting as jailers and tyrants.
Tenets of Famine
Though the exact words and strictures of the Rite of Death vary, zealots of this rite share these tenets:
Control. Those who sow are the ones that reap. Always be the sower and always be the reaper.
Discordance. Use your power and authority to oppress the will of those which would oppose you.
Sabotage. By any means, never let another come close to your power and stature, for you are the supreme.
Grave Titan
Large undead, neutral evil
- Armor Class 10 plus PB (natural armor)
- Hit Points 105 + your level (number of d10 Hit Dice equal to your level)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (—) 16 (+3) 5 (-3) 5 (-3) 5 (-3)
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 7
- Languages Understands All Languages You Speak But Can't Speak
- Proficiency Bonus uses your PB
Actions
Multiattack. The grave titan makes three attacks; two with its claws and one with its spit
Claw. Melee Weapon Attack: +6 plus PB to hit, reach 10 ft., one target. Hit: 2d12 plus PB bludgeoning
Spit. Ranged Weapon Attack: +6 plus PB to hit, reach 120 ft., one target. Hit: 2d8 plus PB necrotic
Rite of Famine Spells
You gain rite spells at the zealot levels listed.
Zealot Level | Spell |
---|---|
3rd | entangle |
5th | suggestion |
9th | enemies abound |
13th | charm monster |
17th | geas |
Rite of Famine Invocation
Your interest in the machinations of control warps you into a cold-hearted manipulator, granting the following invocation:
Forked Tongue
When you would make a skill check using Deception, Intimidation, or Persuasion, you can treat a result of 7 or lower on the d20 as an 8 instead.
Bonus Proficiencies
You gain proficiency in Intimidation and Nature. If you're proficient with one, you gain expertise in it instead.
Wilting Crown
Beginning at 3rd level, as a bonus action, you can expend a vampiric die to target an amount of creatures you can see within 30 feet equal to your Charisma modifier, marking each of them a crown of spectral, decaying flowers that appear around the their head. A mark can be shattered (no action), causing it to disappear but provides additional effects.
When a marked creature would take any damage, you can shatter it to amplify or reduce the damage by one roll of your vampiric die + your Charisma modifier.
Alternatively, you can shatter any creature's mark to grant them an amount of temporary hit points equal to one roll of your vampiric die + your Charisma modifier.
Grim Harvest
Beginning at 7th level, you can expend one vampiric die to regain one expended zealot spell slot (no action).
Domination
Beginning at 7th level, you can cast command using this feature by expending one zealot spell slot. When you do so, on a failed save, the target suffers a penalty to their AC equal to your Charisma modifier for the spell's duration.
Crown of Weakness
Beginning at 15th level, your Wilting Crowns start to radiate enfeebling energy, causing any attack rolls against a marked friendly creature to be made with Disadvantage and any attack rolls against a marked hostile creature to be made with Advantage.
Aspect of Famine
Beginning at 20th level, whenever any creature tries to attack you for the first time on a turn, you can force the attacker to make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells or effects on your next turn.
You can use this feature only once per round.
Rite of War
The Rite of War originates from zealots who seek the thrill of battle, corrupted by their fanaticism for the red horseman. Zealots of this rite often seek to punish those who oppose them, acting as generals and soldiers.
Tenets of War
Though the exact words and strictures of the Rite of Death vary, zealots of this rite share these tenets:
No Mercy. Ordinary or unworthy foes might win my mercy, but my sworn enemies do not.
By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.
Glory in Victory. Worthiness and mettle are each tested in combat, with any win being celebrated.
Rite of War Invocations
Your interest in the machinations of war warps you into an unstoppable conqueror, granting the following invocations at the zealot levels listed instead of rite spells.
Zealot Level | Invocation |
---|---|
3rd | Wrath of Orcus |
5th | Zariel's Might |
9th | Nalfeshnee's Hunger |
13th | Otherworldly Bounds |
17th | any Fighting Style |
Any Fighting Style invocations granted by this subclass and its features are additional and don't count toward your restriction of only one Fighting Style invocation.
Bonus Proficiencies
You're proficient with heavy armor and shields.
Additionally, you can no longer learn spells or cast spells you've learned except for cantrips and the spells which are granted by your invocations.
Flames of War
At 3rd level, you score a critical hit on a roll of 19 or 20.
Battlefield Adept
At 7th level, as a bonus action, you can expend any amount of vampiric dice to regain hit points equal to the dice result.
Additionally, you learn one extra Fighting Style invocation.
Improved Flames of War
At 15th level, you score a critical hit on a roll of 18, 19, or 20.
Aspect of War
At 20th level, you can no longer be critically hit and you have Advantage on all saves against effects which originate from a source that you can see.
Zealot Eldritch Invocations
In the process of your zealous devotion, you have unearthed Eldritch Invocations, fragments of forsaken knowledge that imbue you with an abiding magical ability.
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. You can only have one Fighting Style at a time.
Abyss Dweller (Fighting Style)
You have blindsight with a range of 10 feet.
Balor's Whip
You can cast searing smite once without a spell slot. You can't do so again until you finish a long rest or you expend a zealot spell slot to cast it again.
Carcerian Flurry (Fighting Style)
When you attack with a one-handed weapon as part of your action or reaction, you can make a weapon attack against the same target using a one-handed weapon you're holding in the other hand as part of that same action. If you do so, add half your ability modifier to the damage of each attack instead.
Demogorgon's Roar
You can cast thunderous smite once without a spell slot. You can't do so again until you finish a long rest or you expend a zealot spell slot to cast it again.
Devastation (Fighting Style)
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Duelist of the Abyss (Fighting Style)
When you are wielding only a single melee weapon, you gain a +2 bonus to damage rolls with that weapon.
Eldritch Bulwark (Fighting Style)
While you are wearing armor, you gain a +1 bonus to AC.
Eldritch Combat (Fighting Style)
Prerequisite: 5th level You can cast a cantrip in place of one of your Extra Attacks.
Eldritch Sight
You can cast detect magic at will, without a spell slot or material components.
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without a spell slot or material components.
Forked Tongue
When you would make a skill check using Deception, Intimidation, or Persuasion, you can treat a result of 7 or lower on the d20 as an 8 instead.
Mask of Many Faces
You can cast disguise self at will, without a spell slot.
Master of Myriad Forms
Prerequisite: 17th level You can cast alter self at will, without a spell slot.
Misty Visions
You can cast silent image at will, without a spell slot or material components.
Nalfeshnee's Hunger
Prerequisite: 9th level You can cast vampiric touch once without a spell slot. You can't do so again until you finish a long rest or you expend a zealot spell slot to cast it again.
Otherworldly Bounds
Prerequisite: 13th level You can cast jump at will, without a spell slot.
Shadowborne
Prerequisite: 13th level When you are in an area of dim light or darkness, you can use your bonus action to become invisible until you take an action, a reaction, or move out of dim light or darkness.
Trickster's Guile
Prerequisite: 13th level You can cast freedom of movement without a spell slot or material components, once per long rest.
Vigilance (Fighting Style)
When a creature hits another target within 5 ft. of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus. You must be wielding a shield or a weapon to use this reaction.
Witching Hour (Fighting Style)
Prerequisite: 9th level When you make a melee weapon attack against a creature, while no other creatures are within 5 feet of you, you gain a +3 bonus to damage rolls with that weapon.
Wrath of Orcus
You can cast wrathful smite once without a spell slot. You can't do so again until you finish a long rest or you expend a zealot spell slot to cast it again.
Zariel's Might
Prerequisite: 5th level You can cast branding smite once without a spell slot. You can't do so again until you finish a long rest or you expend a zealot spell slot to cast it again.
Zealot Spell List
Cantrips (0 Level)
Blade Ward Booming Blade Chill Touch Green-Flame Blade Lightning Lure Poison Spray Ray of Frost Sword Burst Thunderclap Toll the Dead
1st Level
Absorb Elements Anti-Magic Armor* Armor of Agathys Bane Cause Fear Charm Person Command Compelled Duel Detect Evil and Good Hellish Rebuke Ray of Sickness
2nd Level
Augury Blindness/Deafness Crown of Madness Darkness Earthbind Find Steed Hold Person Invisibility Magic Weapon Shush*
3rd Level
Aura of Hate* Deathly Grip* Elemental Weapon Enemies Abound Fear Hunger of Hadar Incite Greed Speak with Dead Spirit Shroud Tongues
4th Level
Anti-Magic Zone* Banishment Blight Death Defiance* Death Ward Find Greater Steed Shadow of Moil Summon Greater Demon
5th Level
Circle of Strength* Destructive Wave Dispel Evil and Good Hold Monster Infernal Calling Unholy Weapon*
The Zealot's Pact Magic
Level | CantripsKnown | SpellsKnown | Spell Slots | Slot Level | |
---|---|---|---|---|---|
2nd | 3 | 2 | 2 | 1st | |
3rd | 3 | 3 | 2 | 1st | |
4th | 3 | 4 | 2 | 1st | |
5th | 3 | 5 | 2 | 2nd | |
6th | 4 | 6 | 2 | 2nd | |
7th | 4 | 7 | 2 | 2nd | |
8th | 4 | 8 | 2 | 2nd | |
9th | 4 | 9 | 2 | 3rd | |
10th | 4 | 10 | 2 | 3rd | |
11th | 5 | 10 | 3 | 3rd | |
12th | 5 | 11 | 3 | 3rd | |
13th | 5 | 11 | 3 | 4th | |
14th | 5 | 12 | 3 | 4th | |
15th | 5 | 12 | 3 | 4th | |
16th | 6 | 13 | 3 | 4th | |
17th | 6 | 13 | 4 | 5th | |
18th | 6 | 14 | 4 | 5th | |
19th | 6 | 14 | 4 | 5th | |
20th | 6 | 15 | 4 | 5th |
Spells Known of 1st Level and Higher
At 2nd level, you know two 1st-level spells of your choice from the zealot spell list.
The Spells Known column of the Zealot table shows when you learn more zealot spells of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
When you gain a level in this class, you can choose one of the zealot cantrips and/or spells you know and replace it with another cantrip and/or spell from the zealot spell list, which also must be of a level for which you have spell slots.
Anti-Magic Armor
1st-level abjuration
- Casting Time: 1 reaction, which you take when you would be forced to make a saving throw against a spell's effect
- Range: Self
- Components: V
- Duration: Instantaneous
The spell dampens the incoming effects, allowing you to make the saving throw with Advantage. If you already have Advantage on the save, you can reroll one of the dice once.
Anti-Magic Zone
4th-level abjuration
- Casting Time: 1 action
- Range: Self (10-foot-radius hemisphere)
- Components: V, S, M (a fistful of dirt)
- Duration: Concentration, up to 1 minute
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
The dome dampens the incoming effects, allowing creatures inside to make saving throws against spell effects with Advantage. If they already have Advantage on the save, they can reroll one of the dice once.
Aura of Hate
3rd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot-radius)
- Components: V
- Duration: Concentration, up to 1 minute
Hateful energy radiates from you in an aura with a 30-foot radius, awakening bloodthirst in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 necrotic damage when it hits with a weapon attack.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Circle of Strength
5th-level evocation
- Casting Time: 1 action
- Range: Self (30-foot-radius)
- Components: V
- Duration: Concentration, up to 1 minute
Dark energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on attack rolls.
Additionally, each affected creature can score a critical hit on a roll of 19 or 20.
Death Defiance
4th-level abjuration
- Casting Time: 1 reaction, which you take when you or a creature you can see within range suffers a critical hit
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
The hit turns into a normal hit and any effects triggered by a critical hit are canceled.
Deathly Grip
3rd-level evocation
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You harness the energy that surrounds and binds all matter, manifesting a shadowy hand that lashes out at your command toward a creature within range. Make a melee spell attack against the target. If the attack hits, the creature takes 2d8 necrotic damage, and if the creature is Large or smaller, you pull the creature up to 15 feet closer to you.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 and the pull increases by 5 feet for each slot level above 3rd.
Shush
2nd-level illusion
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
You bring a finger to your lips as you attempt to envelope a creature you can see within range in silencing energy. The creature must succeed on a Charisma saving throw or become enveloped for the duration. An enveloped creature is immune to thunder damage, has Advantage on Stealth checks, and creates no sounds. Casting a spell that includes a verbal component is impossible.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 4th.
Unholy Weapon
5th-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
You imbue a weapon you touch with unholy power. For the duration, weapon attacks made with it deal an extra 3d10 necrotic on a hit and you regain hit points equal to half the total damage dealt. If the weapon isn’t already a magic weapon, it becomes one for the duration.
If you cast this spell again on a different weapon, the spell's effects vanish from the previous weapon.
Art Credit
Cover Page Art
Death Knight by jaeho Hyun https://www.artstation.com/hjh
Page 2 Background
OpenArt https://openart.ai/discovery/sd-1006640301395410944
Page 2 Foreground Character
Dranserk from Tsurugi no Machi no Ihoujin
Page 5
Death Knight by Blizzard, World of Warcraft
Page 6
Blood Elf Death Knight by Ianyan
Page 7
Blood Elf Paladin by Blizzard, World of Warcraft
Page 8
red knight by Conor Burke, conorburkeart https://www.artstation.com/conorburke