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.
Level by level
Zealot Features
Level 3 — Divine 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 6 — Warrior 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 10 — Fanatical 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 14 — Zealous 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
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Forge a Zealot Barbarian