Zealot

*Religion is alive and well across the continent, but there are those whose faith is so strong that they are able to manifest what they believe to be the will of their god upon the material world. Despite the lack of interaction with these deities, which leads to some questioning their existence, Zealots believe that their abilites are concrete proof of divine intervention, and with how effective these abilities are, there’s a growing number of people that believe they might just be right.*

## Class Features

As a zealot, you gain the following class features.

##### Hit Points

* Hit Dice: 1d8 per zealot level
* Hit Points at 1st Level: 8 + your Constitution modifier
* Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per zealot level after 1st

##### Proficiencies

* Armor: Light armor, medium armor, shields
* Weapons: Cudgels, daggers, darts, machete, pocket pistols
* Tools: None
* Saving Throws: Strength, Wisdom
* Skills: Choose two from History, Insight, Medicine, Perception, Persuasion, and Religion

##### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a crude padded vest or (b) a duster
* (a) a quarterstaff (b) a mace
* (a) a pocket pistol and 20 rounds or (b) a shield
* (a) a priest's pack or (b) an explorer's pack

### Spellcasting

As a believer in righteous energies, you are able to cast spells that embody the divine powers of the entities you worship.

##### Cantrips

At 1st level, you know three cantrips of your choice from one of the Divine or Occult spell lists. You learn additional 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 spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of spells that are available for you to cast, choosing from one of the Divine or Occult spell lists (your choice). When you do so, choose a number of spells equal to your Wisdom modifier + your zealot level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level zealot, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *Cure Wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

##### Spellcasting Ability

Wisdom is your spellcasting ability for your zealot spells. The power of your spells comes from your devotion and attunement to your faith. You use your Wisdom whenever a zealot spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a zealot spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier

**Spell attack modifier** = your proficiency bonus + your Wisdom modifier

##### Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

### Divine Domain

At 1st level, you choose a domain shaped by your choice of god and the gifts you believe they grant you. Your choice grants you domain spells and other features when you choose it at 1st level and again at 6th, 10th, and 14th levels.

* Forge
* Grave
* Knowledge
* Law
* Light
* Life
* Trickery
* War

### Holy Prayer

At 2nd level, you gain the ability to channel divine energy directly from your faith in your god, using that energy to fuel magical effects. You start with a holy prayer of your choice and another determined by your domain. You also learn Holy Prayers as you gain levels in this class, determined by the Prayers Known column of the Zealot class table.

When you use a Holy Prayer, you choose which effect to create. You must then finish a short or long rest to use a Holy Prayer again.

Some Holy Prayer effects require saving throws. When you use such an effect from this class, the DC equals your zealot spell save DC.

Beginning at 6th level, you can use your Holy Prayer twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

### 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.

### Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your zealot level, your deity seemingly intervenes. The GM chooses the nature of the intervention; the effect of any zealot spell or zealot domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.