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Path of the Zealot

D&D 5e’s Path of the Zealot (Barbarian subclass, Player’s Handbook) grants Divine Fury at 3rd level. While raging, the first creature you hit on your turn takes an extra 1d6 damage, either necrotic or radiant, your choice. The amount is not flat: it scales as 1d6 plus half your Barbarian level, rounded down. At 3rd that is 1d6 + 1. By 10th it is 1d6 + 5.

The quiet part is the phrase “the first time each turn.” This is not a once-per-rage trick and it does not wait for a critical hit. Every single turn you land an attack, the rider triggers again. Across a six-round fight that is six applications of the bonus, stacked on top of Rage damage and whatever your weapon already does. The damage curve is steady rather than spiky, which is exactly why it gets underestimated at first glance.

Note the restriction: it keys off your turn, so landing a hit early matters more than holding attacks in reserve. Missing your first swing simply delays the bonus to your next connecting attack that turn.

At the table: Attack with your highest-accuracy option first each round so Divine Fury’s 1d6 rider is almost never wasted on a miss.

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