My Documents
Become a Patron!
# Zealot ## Creating a Zealot "Peerless warriors on the battlefield, zealots undergo decades of intense training in order to perfect their combat skills. Their signature psi-blades are formed with their own psionic energy." Zealots are lower-ranked Templar who have yet to reach the upper levels of the Khala. They form the backbone of the protoss military, and have been utilized since before the Discord. At least some, if not all Khalai zealots are members of the Zealot Order. Zealots honor the moon Saalok as their order's symbol, which they call the Zealous Round. Zealots can operate in platoons and legions. During the Great War, many zealots demonstrated their fearlessness by going without head armor, a practice that has since been discontinued. The Tal'darim also employ zealots. As the lowest ranking links in the Chain of Ascension, they are the ones most eager to prove themselves. Ihan-rii zealots are fanatic believers in the xel'naga, believing that one day they would ascend to eternal godhood. After the End War, many zealots took part in the artistic celebration of the Golden Age of Expansion, changing their armor to the more ornate style of the era. Each zealot is trained for decades in hand-to-hand combat, tactics, pain tolerance and martial discipline. Zealots are taught to hate their enemies with a white hot passion and to hunt them down without mercy, even in the face of their own deaths. Through the path of the Khala, zealots learn to hone their innate battle rage to a fine edge, though they can invoke a near-berserker rage when in battle if need be. Zealots undergo rigorous training and trials before receiving their power suits. Those that distinguish themselves in battle receive complex leg augmentations that enhance their speed, mobility, and endurance. Zealots are forbidden from using alien tissue and weaponry in combat, as a means to prevent foreign infections. In the days of the Golden Age of Expansion, attempts were made to train zealots to wield more ethereal psionic powers like their high templar brethren. However, at the behest of Grand Preserver Rohana, these attempts were halted, in favor of keeping the more traditional and focused split between the two classes of Templar warriors. The shame of the fall of Aiur drove the zealots to intensify physical training. This includes duels at the end of their training, which appears to have the potential to be shortened "Armed with dual psi-blades and inexhaustible courage, Zealots can take down the galaxy's most fearsome creatures...as long as those creatures are within arm’s reach." All protoss have a degree of psionic power, and zealots use theirs exclusively for battle. Zealots have a limited form of precognition; they may predict enemy movements, strike with deadly accuracy, and dodge attacks. Leg augmentations enhance movement speed; zealots may catch an enemy offguard with brutal charges. After the Brood War, some zealots developed the ability to turn their body into pure energy for a few microseconds; the resulting lighting-fast speed allows them to strike suddenly against an enemy that thinks they are out of range. Zealots are armed with psionic blades channelled through the forearm units of their power suits. The Khalai's refinement of the focussers in these units allow the psi-blades to increase in power as a zealot's rage increases in battle. The blades may tear through armored structures and vehicles. Zealots use their psionic powers, with the aid of cybernetic implants, to surround themselves with plasma shields. The zealots' mastery of their emotions mean they can fight longer, harder, and better than their adversaries. A handful of zealots can easily control an entire colony of lesser species, and they have shown themselves to be capable of tearing through armored structures and vehicles alike. The protoss population has diminished due to conflict, and great lengths are taken to minimize zealot casualties. A severely injured zealot may be transported off the battlefield upon the moment of defeat using a device named a warp stone in order to be recovered. Those too critically injured are often transformed into a dragoon or an immortal. \pagebreakNum
##### Zealot | Level | Proficiency Bonus | Features | Rages | Rage Damage| Armored Movement |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Rage, Zealot Classification, Charge!, Shield | 2 | +2 | - | — | — | — | — | — | — | — | — | | 2nd | +2 | Danger sense, Armored Movement | 2 | +2 | +10 ft. | | 3rd | +2 | Fighting Style, Zealot type feature | 3 | +2 | +10 ft. | — | — | — | — | — | — | — | — | | 4th | +2 | Ability Score increase | 3 | +2 | +10 ft. | — | — | — | — | — | — | — | — | | 5th | +3 | Extra Attack | 3 | +2 | +10 ft. | — | — | — | — | — | — | — | — | | 6th | +3 | Zealot Type Feature | 4 | +2 | +15 ft. | — | — | — | — | — | — | — | — | | 7th | +3 |Feral Instincts | 4 | +2 | +15 ft. | — | — | — | — | — | — | — | — | | 8th | +3 | Ability Score increase | 4 | +2 | +15 ft. | — | — | — | — | — | — | — | — | | 9th | +4 | Brutal Critical | 4 | +3 | +15 ft. | — | — | — | — | — | — | — | — | | 10th | +4 | Zealot Type Feature | 4 | +3 | +20 ft. | — | — | — | — | — | — | — | — | | 11th | +4 |Extra Attack | 4 | +3 | +20 ft. | — | — | — | — | — | — | — | — | | 12th | +4 | Ability Score increase | 5 | +3 | +20 ft. | — | — | — | — | — | — | — | — | | 13th | +5 | Brutal Critical | 5 | +3 | +20 ft. | — | — | — | — | — | — | — | — | | 14th | +5 | | 5 | +3 | +25 ft. | — | — | — | — | — | — | — | — | | 15th | +5 | Zealot Type Feature | 5 | +3 | +25 ft. | — | — | — | — | — | — | — | — | | 16th | +5 | Ability Score increase | 5 | +4 | +25 ft. | — | — | — | — | — | — | — | — | | 17th | +6 | Improved Combat Superiority | 6 | +4 | +25 ft. | — | — | — | — | — | — | — | — | | 18th | +6 | Brutal Critical | 6 | +4 | +30 ft. | — | — | — | — | — | — | — | — | | 19th | +6 | Ability Score increase | 6 | +4 | +30 ft. | — | — | — | — | — | — | — | — | | 20th | +6 | Extra Attack | Unlimited | +4 | +30 ft. | — | — | — | — | — | — | — | — |
As a Zealot, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Zealot level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Zealot level after 1st #### Proficiencies ___ - **Armor:** All armor - **Weapons:** Simple and Martial weapons - **Tools:** None ___ - **Saving Throws:** Strength and Dexterity - **Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a Heavy Zealot suit - *(a)* a Greataxe or 2 Psi Blades ### Rage In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you are wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. ### Shield you gain a shield that protects you from incoming attacks, It has 6 + 4 health per level in zealot you have. Its AC is 10 + Wisodom + Dexterity, An attack cannot deal damage over the shield health. (If you have 10 hp left on shield and an attack deals 12, the extra 2 damage does not hit the player. The next attack however will deal damage to the player as normal.) You may take a short or long rest to regenerate your shield. \pagebreakNum ### Zealot Classification You can choose between Aiur Zealot, Centurion and Sentinel Zealot Archtypes. ### Charge! When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). ### Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. ### Armored movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Zealot levels, as shown in the Zealot table. ### Fighting Style At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. **Defense** While you are wearing armor, you gain a +1 bonus to AC. **Dueling** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. **Great Weapon Fighting** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. **Protection** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. **Two-Weapon Fighting** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. **Blind Fighting** You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. **Interception** When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. **Superior Technique** You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. ### Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. ### Feral Instinct By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. ### Brutal Critical Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Part 2 | Your Introduction
\pagebreakNum ### Aiur Zealot Archtype At level 1 you gain Proficiency with Martial weapons You also gain the Whirlwind ability, you may deal your weapon damage dice + Strength to all creatures within 5 ft of you, You may use this ability an equal amount to your Proficiency bonus ### Battle Master **Combat Superiority** When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. **Maneuvers**. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. **Superiority Dice**. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. **Saving Throws**. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: **Maneuver save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) ### Know Your Enemy Starting at 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: * Strength score * Dexterity score * Constitution score * Armor Class * Current hit points * Total class levels (if any) * Fighter class levels (if any) ### Improved Combat Superiority At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. ### Relentless Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die. ### Improved Combat Superiority At 17th level, your superiority dice turn into d12s. ### Battlemaster Maneuvers **Ambush** When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated. **Bait and Switch** When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. **Brace** When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll. **Commander’s Strike** When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll. **Commanding Presence** When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check. **Disarming Attack** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. **Distracting Strike** When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. **Evasive Footwork** When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. **Feinting Attack** You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll. **Goading Attack** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. \pagebreakNum **Grappling Strike** Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. **Lunging Attack** When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll. **Maneuvering Attack** When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. **Menacing Attack** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. **Parry** When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. **Precision Attack** When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. **Pushing Attack** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. **Quick Toss** As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll. **Rally** On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. **Riposte** When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll. **Sweeping Attack** When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. **Tactical Assessment** When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check. **Trip Attack** When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. ### Centurion At level 1 you gain Dark Coil, When you charge an enemy you can stun one individual for one turn if they fail a Strength saving throw, DC = 8 + Proficiency + Strength. Shadow Arts Starting when you choose this tradition at 1st level, As an action, you can cast darkness without providing material components. You may use this once per long rest. ### Shadow Step At 3rd level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. ### Greater Dark coil At level 6th, you gain the ability to stun more than one enemy. Every enemy within 5 ft at the end of your charge ability gets stunned unless they pass a Strength saving throw. ### Dark blades At 10th level, you gain a 1d6 necrotic damage on top of your normal weapon attack. ### Shield Replenish At 15th level, When you use your Dark Coil ability you gain 3d8 health in shields. ### Opportunist At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. \pagebreakNum ### Sentinel Archtype Born from the sentinel program some of Auir's greatest warriors were able to recreated into robotic bodies that have a recreated consciousness of previous warriors of Auir. At 1st level you gain Reconstruction, you can rebuild yourself from destruction, when you reach 0 hit points or below instead of going down you begin Reconstruction, after 2 rounds of rebuilding your robtic body you are repaired at full health but no shields return. You may use this feature once per long rest. ### Auto-repair Function At 3rd level you gain Auto-repair Function, When your out of combat you can stay still for 1 minute and regain 20 health. You may use the feature a number of time equal to your Proficiency bonus. ### Action Surge Starting at 6th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. ### Enhanced Blades At 10th level you gain Enhanced blades, Your blades now deal 1d10 slashing damage + Strength even for your bonus action as well. As long as your blades are drawn you gain a +1 to AC as well. ### Auto upgrade systems At 15th level you gain Auto upgrade systems, Your blades become +2 Psi Blades and Your AC increases by one. ### Enhanced Charge At 18th level you gain Enhanced Charge, When you Charge now you no longer provoke an opportunity attack from creatures and can charge to an ally. You also can replenish your shield to full Hit points once per long rest.