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Penitent Zealot in Dungeons & Dragons 5e

Homebrew

Penitent Zealot CR: 2

Medium humanoid (human), typically lawful evil
Armor Class: 15 (Unarmored Defense)
Hit Points: 34 (4d8 + 16)
Speed: 30 ft

STR

17 +3

DEX

13 +1

CON

18 +4

INT

10 +0

WIS

12 +1

CHA

10 +0

Skills: Intimidation +2, Religion +2
Senses: Passive Perception 11
Languages: Common
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

Reckless. At the start of their turn, the zealot can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against them have advantage until the start of their next turn.

Actions

Greatsword. Melee Weapon Attack: +5 to hit, reach 5', one target. Hit: 10 (2d6 + 3) slashing damage. If the zealot's Fury of Guilt is active (see below), the attack does 12 (2d6 + 5) slashing & 4 (1d6 + 1) radiant or necrotic damage.

Javelin. Melee or Thrown Weapon Attack: +5 to hit, reach 5' or thrown 30'/120', one target. Hit: 6 (1d6 + 3) piercing damage. If the zealot's Fury of Guilt is active (see below), the attack does 8 (1d6 + 5) piercing damage & 4 (1d6 +1) radiant or necrotic damage.

Bonus Actions

Fury of Guilt (3/Day). Empowered by their guilt & desire to atone for their sins, the zealot gains the following benefits during their fury:

  • They have advantage on Strength checks & Strength saving throws.
  • When they hit a target with a weapon attack that uses Strength, the weapon has a +2 bonus to its damage. The attack also does an additional 4 (1d6 + 1) radiant damage.
  • They have resistance to bludgeoning, piercing, & slashing damage.
  • The zealot's fury lasts for 1 minute. It ends early if they are killed, knocked unconscious, or if their turn ends & the zealot hasn't attacked a hostile creature since their last turn or taken damage since then. They can also end their rage on their turn as a bonus action.

    Suggested Environments

    Urban


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