Cleric of the Zeal Domain
Hit Points
Hit Dice: d8 per Cleric of the Zeal Domain level
Hit Points at first Level: 8 + Con
Hit Points at Higher Levels: 1d8 (or 5) + Con
Proficiences
Armor: Light, Medium, Heavy, Shields
Weapons: Simple, Martial
Tools:
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Overview & Creation
Zeal is the fifth and final virtue of Amonkhet's society. The God-Pharaoh expects those he welcomes into the afterlife to desire it above all other pleasures and achievements, and for them to show their dedication, passion, and fervor through their actions. Hazoret is charged with cultivating this zeal in the initiates who come under her care, and she has undertaken the task with appropriate enthusiasm. She recognizes, however, that the best way to teach zeal is by demonstrating it.
Class Features
Bonus Proficiencies
- At 1st level, you gain proficiency with martial weapons and heavy armor.
Priest of Zeal
- From 1st level, Hazoret delivers bolts of inspiration to you while you are engaged in battle.
- When you use the Attack action, you can make one weapon attack as a bonus action.
- You can use this feature a number of times equal to your Wisdom modifier (a minimum of once).
- You regain all expended uses when you finish a long rest.
Channel Divinity: Consuming Fervor
- Starting at 2nd level, you can use your Channel Divinity to channel your zeal into unchecked ferocity.
- When you roll fire or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
Resounding Strike
- At 6th level, when you deal thunder damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Divine Strike
- At 8th level, you gain the ability to infuse your weapon strikes with divine energy.
- Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target.
- When you reach 14th level, the extra damage increases to 2d8.
Blaze of Glory
- Starting at 17th level, you can delay death for an instant to perform a final heroic act.
- When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach.
- You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 fire damage and an extra 5d10 damage of the weapon’s type.
- You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.
- Once you use this feature, you can’t use it again until you finish a long rest.
Starting Equipment
- A Mace Or A Warhammer
- Scale Mail, Leather Armor, Or Chainmail
- A Light Crossbow And 20 Bolts Or Any Simple Weapon
- A Priests Pack Or An Explorers Pack
- A Shield And A Holy Symbol
Spellcasting
Zeal Domain Spells
Cleric Level | Spells
- 1st | Searing Smite, Thunderous Smite
- 3rd | Magic Weapon, Shatter
- 5th | Haste, Fireball
- 7th | Fire Shield (warm shield only), Freedom of Movement
- 9th | Destructive Wave, Flame Strike
Cantrips (0 Level)
- Guidance
- Hand of Radiance
- Light
- Mending
- Resistance
- Sacred Flame
- Spare the Dying
- Thaumaturgy
- Toll the Dead
- Virtue
- Word of Radiance
1st Level
- Bane
- Bless
- Ceremony
- Command
- Create or Destroy Water
- Cure Wounds
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Guiding Bolt
- Guiding hand
- Healing Word
- Inflict Wounds
- Protection from Evil and Good
- Purify Food and Drink
- Sanctuary
- Shield of Faith
2nd Level
- Aid
- Augury
- Blindness/Deafness
- Calm Emotions
- Continual Flame
- Enhance Ability
- Find Traps
- Gentle Repose
- Hold Person
- Lesser Restoration
- Locate Object
- Prayer of Healing
- Protection from Poison
- Silence
- Spiritual Weapon
- Warding Bond
- Zone of Truth
3rd Level
- Animate Dead
- Beacon of Hope
- Bestow Curse
- Clairvoyance
- Create Food and Water
- Daylight
- Dispel Magic
- Feign Death
- Glyph of Warding
- Life Transference
- Magic Circle
- Mass Healing Word
- Meld into Stone
- Protection from Energy
- Remove Curse
- Revivify
- Sending
- Speak with Dead
- Spirit Guardians
- Tongues
- Water Walk
4th Level
- Banishment
- Control Water
- Death Ward
- Divination
- Freedom of Movement
- Guardian of Faith
- Locate Creature
- Stone Shape
5th Level
- Commune
- Contagion
- Dawn
- Dispel Evil and Good
- Flame Strike
- Geas
- Greater Restoration
- Hallow
- Holy Weapon
- Insect Plague
- Legend Lore
- Mass Cure Wounds
- Planar Binding
- Raise Dead
- Scrying
6th Level
- Blade Barrier
- Create Undead
- Find the Path
- Forbiddance
- Harm
- Heal
- Heroes’ Feast
- Planar Ally
- True Seeing
- Word of Recall
7th Level
- Conjure Celestial
- Divine Word
- Etherealness
- Fire Storm
- Plane Shift
- Regenerate
- Resurrection
- Symbol
- Temple of the Gods
8th Level
- Antimagic Field
- Control Weather
- Earthquake
- Holy Aura
9th Level
- Astral Projection
- Gate
- Mass Heal
- True Resurrection