Page 12 - DnD 5e - Xanathar's Guide to Everything
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RAGING STORM                                           DIVINE FURY
        At 14th level, the power of the storm you channel grows   Starting when you choose this path at 3rd level, you can
        mightier, lashing out at your foes. T he effect is based on   channel divine fury into your weapon strikes. While
        the environment you chose for your Storm Aura.         you're  raging, the first creature you hit on each of your
          Desert. Immediately after a creature  in your aura nits   turns with a weapon attack takes extra damage equa l
        you with an attack, you can use your reaction to force   to 1d6 + half  your barbarian level. The extra damage is
        that creature to make a Dexterity saving throw. On a   necrotic or radiant; you choose the  type of damage when
        failed save, the creature takes fire damage equal to half   you gain this feature.
        your barbarian level.
          Sea. When you hit a creature in your aura with an   WARRIOR OF THE Goos
        attack, you can use your reaction to force that creature   At 3rd level, your soul is marked for endless battle. If  a
        to make a Strength saving throw. On a failed save, the   spell, s uch as raise dead, has the sole effect of restoring
        creature is knocked prone, as if  struck by a wave.    you to life (but not undeath), the caster doesn't need ma-
          Tundra. Whenever the effect of  your Storm Aura is ac-  terial components to cast the spell on you.
        tivated, you can choose one creature you can see in the
        aura. That creature must succeed on a Strength saving   FANATICAL Focus
        throw, or its speed is reduced to 0 until the s tart of  your   Starting at 6th level, the divine power that fuels your
        next turn, as magical frost covers it.                 rage can protect you. If  you fail a saving throw while
                                                               you're raging, you can reroll it, and you must use the
        PATH OF THE ZEALOT                                     new roll. You can use this ability only once per rage.
        Some deities inspire their followers to pitch themselves   ZEALOUS PRESENCE
        into a ferocious battle fury. T hese barbarians are zeal-  At 10th level, you learn to channel divine power to in-
        ots- warriors who channel their rage into powerful dis-  s pire zealotry in others. As a  bonus action, you unleash
        plays of divine power.                                 a battle cry infused with divine energy. Up to ten other
          A variety of gods across the worlds of D&D  inspire   creatures of  your choice within 60 feet of  you that can
        their followers to embrace this path. Tempus from the   hear you gain advantage on attack rolls and saving
        Forgotten Realms and Hextor and Erythnul of  Grey-     throws until the start of your next turn.
        hawk are all prime examples. In general, the gods who    Once you use  this feature, you can't use it again until
        inspire zealots are deities of combat, destruction, and   you finish a long rest.
        violence. Not all are evil, but few are good.
                                                               RAGE BEYOND  DEATH
        PATH  OF THE ZEALOT FEATURES                           Beginning at 14th level, the divine power that fuels your
                                                               rage allows you to shrug off fatal blows.
          Barbarian
            Level    Feature                                    While you're raging, having 0 hit points doesn't knock
                                                               you unconscious. You still must make death saving
             3rd     Divine Fury, Warrior of  the Gods
                                                               throws, and you s uffer the normal effects of taking
             6th     Fanatical Focus
                                                               damage while at 0 hit points. However, if  you would die
            10th     Zealous Presence                          due  to failing death saving throws, you don't die until
            14th     Rage beyond Death                         your rage ends, and you die  then only if  you still have 0
                                                               hit points.

                                                                                   CHAPTER 1  I CHARACTER OPTIONS
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