Homebrew
Reckless. At the start of their turn, the zealot can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against them have advantage until the start of their next turn.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5', one target. Hit: 10 (2d6 + 3) slashing damage. If the zealot's Fury of Guilt is active (see below), the attack does 12 (2d6 + 5) slashing & 4 (1d6 + 1) radiant or necrotic damage.
Javelin. Melee or Thrown Weapon Attack: +5 to hit, reach 5' or thrown 30'/120', one target. Hit: 6 (1d6 + 3) piercing damage. If the zealot's Fury of Guilt is active (see below), the attack does 8 (1d6 + 5) piercing damage & 4 (1d6 +1) radiant or necrotic damage.
Fury of Guilt (3/Day). Empowered by their guilt & desire to atone for their sins, the zealot gains the following benefits during their fury:
The zealot's fury lasts for 1 minute. It ends early if they are killed, knocked unconscious, or if their turn ends & the zealot hasn't attacked a hostile creature since their last turn or taken damage since then. They can also end their rage on their turn as a bonus action.
Urban