Path of Zeal
The Scarlet Crusade is a fanatical religious sect that evolved from the Knights of the Silver Hand, dedicated to the eradication of the undead from Lordaeron. A major adversary of the Forsaken and Scourge, their name has become synonymous with corruption and extremism. Still, they call upon the Holy Light to smite down their enemies, undead and heretics alike. The Crusade is mostly decimated, though some of its members are still alive, hiding.
Restriction: Humans Only
Only humans can choose path of zealot sacred path. Due to its origins as the regrouped survivors of the Silver Hand, the Scarlet Crusade counted members from citizens and races of all over the Alliance of Lordaeron, including high elves of Quel'Thalas, dwarves of the Alterac Mountains and human citizens of Stormwind, Alterac, Kul Tiras and Dalaran. Their opinion of the exterior world turned sour, however, and they started seeing other races than humans as unclean.
Path Spells
You gain path spells at the paladin levels listed.
Path of Zealot Spells
| Paladin Level | Spells |
|---|---|
| 1st | hellish rebuke, searing smite |
| 3rd | heat metal, living bomb* |
| 5th | haste, revivify |
| 7th | staggering smite, wall of fire |
| 9th | immolation, raise dead |
Spells marked with * can be found from the WC5e Mage 3.0 Rework.
Channel Divinity
When you take this path at 3rd level, you gain the following two Channel Divinity options.
Wake of Ashes. As an action, you can use your Channel Divinity to lash out a wave of fiery force sweeping out from you. Enemy creatures in a 15-foot cube originating from you must make a Dexterity saving throw. On failed save, they take fire damage equal to 2d10 + your paladin level, or half on successful save.
Fiends and undeads that fail their save are also stunned until the end of your next turn.
Execution Sentence. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
Judgment
At 3rd level, you can use your bonus action and expend a spell slot to deal damage on a target within 30 feet of you. Make a ranged spell attack against the target. On hit, the target takes 2d6 radiant damage for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6.
In addition, any radiant or fire damage dealt against the target until the end of your next turn is increased by your Charisma modifier.
Aura of Zeal
At 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 5 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn within 10 feet of you increases by 5 feet until the end of that turn.
At 18th level, the range of the aura increases to 30 feet.
Warrior of Light
Beginning at 15th level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you. You also suffer no penalty to your attack rolls, saving rolls and ability checks from such spells.
Scarlet Crusade
At 20th level, you can inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws for 1 minute.
Once you use this feature, you can’t use it again until you finish a long rest.