D&D (2024) Tier List. Barbarian Review and Ratings.

Interesting to me that Zealot is not mentioned in the Mt. Olympus pantheon of tanks now. HD-based Bonus Action healing @ HD 12. Then Resistance to B/P/S. You get ALOT of mileage out of that self healing with rage accounted for. On playtest, I have run sword & board Zealy that actually picks & chooses when to Reckless. Also, human taking prof. Jeweler tools + knowledge Arcana can easily craft periapt of wound closure to double HD based healing. Now you are talking about high AC, good saving throw ability, ok dmg - wolverine-like character without reliance on healing support.

Zealots very good.

BUT I'm seeing a berserker in action atm and world tree earlier.

Just hits to hard and death is still the best condition.
 

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For sure, I just think new/'24 Zealy should be mentioned somewhat in-line with '14 bear totem for tanking... but with the bonus of putting out added dmg. Sure, berserker, is king of dmg for '24 barb, almost always wants to reckless attack, wants to be hit. Zealot plays out to pick & choose, creatively, on when you want to reckless attack, you can grind out combat nicely and switch from defensive to offensive on a dime. Pretty good for going from moderate hoard tanking to the BigBad... Where 'serker is stronger against primary Baddy.

And the bonus action self-heal is a whole new world when you already half a bunch of incoming dmg. It feels so good to not sigh with a bunch of mid-level reliance on your support chars, who inevitably don't support you
 

Wild Heart is very good at kiting.
Grab a pike and polearm master, and can shove the enemy away, dash back, reaction attack again if they get close, maybe even climb a wall and throw javelin/Tridents (+ Nick throw a dagger). Add in Forceful and Hamstring and you can play keep away very well.

Add in a archer with slow/push, warlock with repelling blast, a caster with some zones and you got yourself a very hard to reach party. Speak with Animals can also help keep you out of ambushes.

And you still have plenty of HP on the rage chance they do get close. Or use Bear if you need elemental resistances.

I agree 10 is pretty bad though.
 

To clarify, I agree on rankings & rationale. Just explaining a less-talked about & less-tested subclass ability with the Zealot that has really altered the Zealot niche in a fun way. It has allowed the berserker to take over the "dmg-house" role while not relegating the Zealot either. Sure, it slots into Paladin territory a little, but with much less BA slot competition, it doesn't feel bad at all to use the BA to heal on a good amount of Zealot builds and I think that is neat.
 

Wild Heart is very good at kiting.
Grab a pike and polearm master, and can shove the enemy away, dash back, reaction attack again if they get close, maybe even climb a wall and throw javelin/Tridents (+ Nick throw a dagger). Add in Forceful and Hamstring and you can play keep away very well.

Add in a archer with slow/push, warlock with repelling blast, a caster with some zones and you got yourself a very hard to reach party. Speak with Animals can also help keep you out of ambushes.

And you still have plenty of HP on the rage chance they do get close. Or use Bear if you need elemental resistances.

I agree 10 is pretty bad though.
Yeah, they are pretty great grouped with the '24 monk on vtt open scale maps as well. One of my enemy NPC was effectively locking down a party of 4 adventurers.. He was a champion riding a chariot & combining: slasher feat, frost giant Goliath, and tactical mastery to switch throwing axes to "slow" mastery. It was obnoxious and by time the party turned the tide he incapacitated the wizard and ran away with her
 


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