Zealot: Difference between revisions

47 bytes added ,  25 April 2025
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=== Zealot Entry Talent ===
=== Zealot Entry Talent ===
After gaining the Zealot Entry talent, you can take talents from any of the Zealot tracks.
After gaining the Zealot Entry talent, you can take talents from any of the Zealot subclass tracks.
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|'''Zealot Entry'''
|'''Zealot Entry'''
|Character Level 2
|Character Level 2
|When you take this entry you gain the following abilities.
|When you take this entry talent, you gain the following benefits.


* '''Just Defender.''' Gain one Talent from the [[Specialization Talents|Defense Specialization Stack]].
'''Just Defender.''' Gain one talent from the Defense stack.
* '''Holy Cause.''' (2/Rest) You may spend 1 Reactive AP to cancel one condition when an ally within 10 ft of you suffers from that condition. You are only able to cancel the Charmed condition with this ability.


* '''Aura.''' Gain one Aura of your choice from the ''Aura'' table.  (AWR /Rest) You may activate an Aura by spending 3 AP on your turn. The Aura lasts for 1 minute or until you choose to end it early (costing 0 AP) or cast another Aura. Your Aura’s radius is 10 ft.
'''Holy Cause.''' Gain the Holy Cause ability.  


* '''Divine.''' You gain +1 Divine Power from this talent and from every talent you take in the Zealot stack. You do not gain additional SP unless noted in an individual talent.
* '''Holy Cause (2/Rest).''' You may spend 1 Reactive AP to cancel one condition when an ally within 10 ft of you suffers from that condition. You are only currently able to cancel the Charmed condition with this ability.
 
'''Aura'''. Gain one Aura talent of your choice and gain the Aura ability.
 
* '''Aura (AWR/Rest).''' Spend 3 AP to activate your Aura. The Aura lasts for 1 minute or until you choose to end it early (costing 0 AP) or activate another Aura. Your Aura’s radius is 10 ft.
 
'''Divine.''' You gain +1 Divine Power from this talent and from every talent you take in the Zealot stack. You do not gain additional SP unless noted in an individual talent.
|''Zealot, Class Entry''
|''Zealot, Class Entry''
|}
|}
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|-
|-
|'''Aura of Aggression II'''
|'''Aura of Aggression II'''
|Aura of Aggression, Divine 7
|Aura of Aggression, Divine Power 7
|You and all creatures of your choice within your Aura’s radius deal +5 damage whenever they hit a creature with an attack.
|You and all creatures of your choice within your Aura of Aggression now deal +5 damage whenever they hit a creature with an attack.
|''Zealot, Aura''
|''Zealot, Aura''
|-
|-
|'''Aura of Aggression III'''
|'''Aura of Aggression III'''
|Aura of Aggression II, Divine 12
|Aura of Aggression II, Divine Power 12
|You and all creatures of your choice within your Aura’s radius deal additional damage equal to your AWR (min 5) whenever they hit a creature with an attack.
|You and all creatures of your choice within your Aura of Aggression now deal additional damage equal to your AWR (min 5) whenever they hit a creature with an attack.
|''Zealot, Aura''
|''Zealot, Aura''
|-
|-
|'''Aura of Protection'''
|'''Aura of Protection'''
|Zealot Entry
|Zealot Entry
|You and all creatures of your choice within your Aura’s radius gain +1 to their mental defenses (ANT, LOG, and WILL).
|You and all creatures of your choice within your Aura’s radius gain +1 to their mental defenses.
|''Zealot, Aura''
|''Zealot, Aura''
|-
|-
|'''Bodily Protection'''  
|'''Bodily Protection'''  
|Aura of Protection
|Aura of Protection
|Your Aura of Protection applies to creatures’ physical defenses as well (REF and FORT).
|Your Aura of Protection applies to creatures’ physical defenses as well.
|''Zealot, Aura''
|''Zealot, Aura''
|-
|-
|'''Bodily Protection II'''
|'''Bodily Protection II'''
|Bodily Protection, Divine 7
|Bodily Protection, Divine Power 7
|Your Aura of Protection applies to creatures’ AR as well.
|Your Aura of Protection applies to creatures’ AR as well.
|''Zealot, Aura''
|''Zealot, Aura''
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|'''Bulwark II'''
|'''Bulwark II'''
|Bulwark
|Bulwark
|Your Aura of Protection increases creatures’ defenses by 1 more than it did previously.
|Your Aura of Protection now increases creatures’ defenses by +2.
|''Zealot, Aura''
|''Zealot, Aura''
|-
|-
|'''Bulwark III'''
|'''Bulwark III'''
|Bulwark II
|Bulwark II
|Your Aura of Protection increases creatures’ defenses by 1 more than it did previously.
|Your Aura of Protection now increases creatures’ defenses by +3.
|''Zealot, Aura''
|''Zealot, Aura''
|-
|-
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|-
|-
|'''Aura of Reduction II'''
|'''Aura of Reduction II'''
|Aura of Reduction, Zealot 7
|Aura of Reduction, Divine Power 7
|Aura of Reduction grants targets DR 2/Magic.
|Aura of Reduction grants targets DR 2/Magic.
|''Zealot, Aura''
|''Zealot, Aura''
|-
|-
|'''Aura of Reduction III'''
|'''Aura of Reduction III'''
|Aura of Reduction II, Zealot 12
|Aura of Reduction II, Divine Power 12
|Aura of Reduction grants targets DR 3/Magic.
|Aura of Reduction grants targets DR 3/Magic.
|''Zealot, Aura''
|''Zealot, Aura''
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|'''Aura of Vitality'''  
|'''Aura of Vitality'''  
|Zealot Entry
|Zealot Entry
|Any creature of your choice (including yourself) gains 1d6 Shield HP at the end of their turn if they end it within your Aura of Vitality.
|You and all creatures of your choice within your Aura’s radius gain 1d6 Shield HP at the end of their turn.
|''Zealot, Aura''
|''Zealot, Aura''
|-
|-
|'''Aura of Vitality II'''
|'''Aura of Vitality II'''
|Aura of Vitality, Zealot 12
|Aura of Vitality, Divine Power 12
|Any creature of your choice (including yourself) at 0 HP does not gain a Death Point at the end of their turn if they end it within your Aura of Vitality.
|You and all creatures of your choice within your Aura do not gain Death Points at the end of their turn if they end their turn with 0 HP.
|''Zealot, Aura''
|''Zealot, Aura''
|}
|}
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!Description
!Description
!Tags
!Tags
|-
|'''Aura'''
|Zealot Entry
|''Repeatable.'' Gain one additional Aura of your choice. When you activate your Aura, choose which Aura you use out of the ones that you know
|''Zealot, Aura Enhancement, Repeatable''
|-
|-
|'''Combined Aura'''
|'''Combined Aura'''
|Zealot Entry
|Zealot Entry
|By spending two uses of your Aura, you may activate two different Auras simultaneously, spending the normal number of AP that it costs you to cast one Aura.
|By spending two uses of your Aura, you may use your Aura ability to activate two different Auras simultaneously.
|''Zealot, Aura Enhancement''
|''Zealot, Aura Enhancement''
|-
|-
|'''Combined Aura II'''
|'''Combined Aura II'''
|Combined Aura
|Combined Aura
|By spending three uses of your Aura, you may activate three different Auras simultaneously, spending the normal number of AP that it costs you to cast one Aura.
|By spending three uses of your Aura, you may use your Aura ability to activate three different Auras simultaneously.
|''Zealot, Aura Enhancement''
|''Zealot, Aura Enhancement''
|-
|-
|'''Combined Aura III'''
|'''Combined Aura III'''
|Combined Aura II
|Combined Aura II
|By spending four uses of your Aura, you may activate four different Auras simultaneously, spending the normal number of AP that it costs you to cast one Aura.
|By spending four uses of your Aura, you may use your Aura ability to activate four different Auras simultaneously.
|''Zealot, Aura Enhancement''
|''Zealot, Aura Enhancement''
|-
|-
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|'''Frequent Aura'''
|'''Frequent Aura'''
|Zealot Entry
|Zealot Entry
|You regain expended uses of your Aura after Recouping.
|Aura becomes AWR/Recoup.
|''Zealot, Aura Enhancement''
|''Zealot, Aura Enhancement''


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|'''Frequent Aura II'''
|'''Frequent Aura II'''
|Frequent Aura, Zealot 7
|Frequent Aura, Zealot 7
|You regain expended uses of your Aura after Catching Breath.
|Aura becomes AWR/Catch Breath.
|''Zealot, Aura Enhancement''
|''Zealot, Aura Enhancement''
|-
|-
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|'''Holy Mount'''  
|'''Holy Mount'''  
|Zealot Entry
|Zealot Entry
|You gain a companion mount that is unusually intelligent and can communicate basic thoughts, feelings, and ideas to you telepathically. It has the stats of a [[Draft Horse]] (although your MC may allow you other options for your mount) and your mount has -1 INT instead of -3. Your mount's HP is always equal to the number of Zealot talents you have x5 or equal to the HP listed for the creature's stat block, whichever is higher. You can choose your mount’s appearance and your mount has the divine tag. Each time you complete a rest, you must spend 15 minutes tending to your mount. If you do not, then it ignores you for the day (perhaps it is dispelled or on another plane, or maybe it is just off foraging for food on its own). Your mount always finds its own sustenance, either magically or through mundane means (at your discretion).
|You gain a companion mount that is unusually intelligent and can communicate basic thoughts, feelings, and ideas to you telepathically. It has the stats of a [[Draft Horse]] (although your MC may allow you other options for your mount) and your mount has -1 INT instead of -3. You can choose your mount’s appearance and your mount has the divine tag. Each time you complete a rest, you must spend 15 minutes tending to your mount. If you do not, then it ignores you for the day (perhaps it is dispelled or on another plane, or maybe it is just off foraging for food on its own). Your mount always finds its own sustenance, either magically or through mundane means (at your discretion).
 
Your mount’s max HP is always equal to your number of Zealot talents x5.
|''Zealot, Cavalier''
|''Zealot, Cavalier''
|-
|-
|'''Cavalier'''  
|'''Cavalier'''  
|Holy Mount
|Holy Mount
|Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the survival tag.  
|Gain +2 Skill Points in Animal Handling and +2 in any one skill of your choice with the survival tag.
 
You can mount and dismount your holy mount with 5 ft of movement instead of spending an AP to mount or dismount.
You can mount and dismount your holy mount with 5 ft of movement instead of spending an AP to mount or dismount.
|''Zealot, Cavalier''
|''Zealot, Cavalier''
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|'''Holy Mount II'''
|'''Holy Mount II'''
|Cavalier
|Cavalier
|Your holy mount’s stats improve. Add your Divine Power to its max HP, and all of its defenses increase by 1.
|Your holy mount’s stats improve. Add your Divine Power to its max HP, and all of its defenses increase by +1.
|''Zealot, Cavalier''
|''Zealot, Cavalier''
|-
|-
|'''Cavalier II'''
|'''Cavalier II'''
|Holy Mount II
|Holy Mount II
|You gain +1 MCAP while riding your holy mount.  
|You gain +1 MCAP while riding your holy mount.
Gain one Cavalier ability from the ''Cavalier Abilities'' table.
 
Gain one Cavalier ability from the Cavalier Abilities list.
|''Zealot, Cavalier''
|''Zealot, Cavalier''
|-
|-
|'''Holy Mount III'''
|'''Holy Mount III'''
|Cavalier II
|Cavalier II
|Your mount can use the stats of a [[Riding Horse|riding horse]] or [[camel]] (your MC might choose to allow additional options). You can spend 1 MCAP on your turn to allow your mount to make one of their basic attacks.
|Your mount can use the stats of a [[Riding Horse]] or [[Camel]] (your MC might choose to allow additional options). You can spend 1 MCAP on your turn to allow your mount to make one of their basic attacks.
|''Zealot, Cavalier''
|''Zealot, Cavalier''
|-
|-
|'''Cavalier III'''
|'''Cavalier III'''
|Holy Mount III
|Holy Mount III
|Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the survival tag.  
|Gain +2 Skill Points in Animal Handling and +2 in any one skill of your choice with the survival tag.
Gain a second Cavalier ability from the ''Cavalier Abilities'' table.  
 
Gain a second Cavalier ability.
|''Zealot, Cavalier''
|''Zealot, Cavalier''
|-
|-
|'''Holy Mount IV'''
|'''Holy Mount IV'''
|Cavalier III
|Cavalier III
|Your mount can use the stats of a [[war horse]] or [[elk]] (your MC might choose to allow additional options). Your mount’s defense bonus increases to +2. You can spend 2 MCAP on your turn to allow your mount to make one of their special attacks, if they have one.
|Your mount can use the stats of a [[war horse|War Horse]] or [[Elk]] (your MC might choose to allow additional options). Your mount’s defenses increase by +1. You can spend 2 MCAP on your turn to allow your mount to make one of their special attacks, if they have one.
|''Zealot, Cavalier''
|''Zealot, Cavalier''
|-
|-
|'''Cavalier IV'''
|'''Cavalier IV'''
|Holy Mount IV
|Holy Mount IV
|Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the survival tag.  
|Gain +2 Skill Points in Animal Handling and +2 in any one skill of your choice with the survival tag.  
Gain a third Cavalier ability from the ''Cavalier Abilities'' table.
 
Gain a third Cavalier ability.
|''Zealot, Cavalier''
|''Zealot, Cavalier''
|-
|-
|'''Holy Mount V'''
|'''Holy Mount V'''
|Cavalier IV
|Cavalier IV
|Your mount can use the stats of a [[pegasus]] or [[ponycorn]] (your MC might choose to allow additional options). Your mount’s defense bonus increases to +3.
|Your mount can use the stats of a [[Pegasus]] or [[Ponycorn]] (your MC might choose to allow additional options). Your mount’s defenses increase by +1.
|''Zealot, Cavalier''
|''Zealot, Cavalier''
|-
|-
|'''Cavalier V'''
|'''Cavalier V'''
|Holy Mount V
|Holy Mount V
|You gain another +1 MCAP while riding your holy mount. One of your three Cavalier choices becomes Enhanced.
|You gain +1 MCAP while riding your holy mount. Choose one of your Cavalier Abilities to become Enhanced.
|''Zealot, Cavalier''
|''Zealot, Cavalier''
|}
|}
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{| class="wikitable"
{| class="wikitable"
!Cavalier Ability
!Cavalier Ability
!Description
!Ability
!Enhanced
!Enhanced
|-
|-
|'''Invigorate'''  
|'''Invigorate'''  
|(1/Recoup) Spend 1 MCAP to roll 1d6 + CHA; you and your mount each gain that much HP.  
|Spend 1 MCAP to roll 1d6 + CHA; you and your mount each gain that much HP. (1/ Recoup)
|(3/Recoup) Spend 1 MCAP to roll 1d10 + CHA; you and your mount each gain that much HP.  
|Spend 1 MCAP to roll 1d10 + CHA; you and your mount each gain that much HP. (3/Recoup)
|-
|-
|'''Lead the Charge'''
|'''Lead the Charge'''
|(1/Recoup) When you move, you may spend 1 MCAP to allow (CHA) number of allies to move up to ½ their speed for free.
|When you move, you may spend 1 MCAP to allow a number of allies equal to your CHA to immediately move up to 1⁄2 their speed for 0 AP. (1/Recoup)
|(3/Recoup) When you move, you may spend 1 MCAP to allow CHA number of allies to move up to their speed for free.  
|When you move, you may spend 1 MCAP to allow a number of allies equal to your CHA to immediately move up to their speed for 0 AP. (3/Recoup)
|-
|-
|'''Cavalier’s Charge'''
|'''Cavalier’s Charge'''
|(1/Recoup) When you use MCAP to move, you can spend 1 more MCAP to make a weapon attack against a creature that you moved within melee reach of during movement.
|When you use MCAP to move, you can spend +1 MCAP to make a weapon attack against a creature that you moved within melee reach of during movement. (1/Recoup)
|(3/Recoup) When you use MCAP to move, you can also make a weapon attack against a creature that you moved within melee reach of during movement.  
|When you use MCAP to move, you can also make a weapon attack against a creature that you moved within melee reach of during movement. (3/Recoup)
|-
|-
|'''Stampede'''  
|'''Stampede'''  
|(1/Recoup) Spend 2 MCAP to move and make a trample attack against up to 3 creatures that you moved next to. This does not provoke reactive attacks.  
|Spend 2 MCAP to move and make a trample attack against up to 3 creatures that you moved next to. This does not provoke reactive attacks. (1/Recoup)
|(3/Recoup) Spend 2 MCAP to move and make a trample attack against any creatures that you moved next to. This does not provoke reactive attacks.  
|Spend 2 MCAP to move and make a trample attack against any creatures that you moved next to. This does not provoke reactive attacks. (3/Recoup)
|-
|-
|'''Together We Fall'''
|'''Together We Fall'''
|(1/Recoup) When you or your mount takes damage, you can reduce the damage by ½ CHA then split the remainder evenly between the two of you.  
|When you or your mount takes damage, you can reduce the damage by 1⁄2 CHA then split the remainder evenly between the two of you. (1/Recoup)
|(3/Recoup) When you or your mount takes damage, you can reduce the damage by CHA then split the remainder evenly between the two of you.  
|When you or your mount takes damage, you can reduce the damage by CHA then split the remainder evenly between the two of you. (3/Recoup)
|}
|}


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|'''Holy Weapon'''
|'''Holy Weapon'''
|Zealot Entry
|Zealot Entry
|Learn the [[Holy Weapon]] ritual, ignoring its Divine 7 prerequisite. If you already knew it, learn one ritual of your choice if you meet its prerequisites.
|Learn the [[Holy Weapon]] divine ritual, ignoring its Divine Power 7 prerequisite. If you already knew it, learn one divine ritual of your choice if you meet its prerequisites.
 
A weapon you have blessed with the Holy Weapon ritual is your holy weapon while the ritual persists.
|''Zealot, Consecrated Blade''
|''Zealot, Consecrated Blade''
|-
|-
|'''Unwavering'''  
|'''Unwavering'''  
|Holy Weapon
|Holy Weapon
|Gain +4 Skill Points that you may spend on any skills with the athleticism or END tags.
|Gain +4 Skill Points that you can spend on any skills with the athleticism or stamina tag.
 
While wielding your holy weapon, you cannot be disarmed.
While wielding your holy weapon, you cannot be disarmed.
|''Zealot, Consecrated Blade''
|''Zealot, Consecrated Blade''
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|'''Zealots Resolve'''
|'''Zealots Resolve'''
|Blessed Blade
|Blessed Blade
|Your +1 bonus from the Holy Weapon also applies to mental defenses.
|While wielding your holy weapon, gain +1 to mental defenses.
|''Zealot, Consecrated Blade''
|''Zealot, Consecrated Blade''
|-
|-
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|Zealot’s Resolve
|Zealot’s Resolve
<u>Incompatible</u>: Versatile Weapon
<u>Incompatible</u>: Versatile Weapon
|(1/Week) When you use Holy Weapon, you can bless two weapons, choosing the same or different creatures for each weapon.  
|Gain the Holy Arsenal ability.
 
* '''Holy Arsenal (1/Week).''' When you cast Holy Weapon, you can bless two weapons, choosing the same or different creature tags for each weapon.
|''Zealot, Consecrated Blade''
|''Zealot, Consecrated Blade''
|-
|-
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|'''Consecrated Weapon'''  
|'''Consecrated Weapon'''  
|Consecrated Blade 7
|Consecrated Blade 7
|One weapon that you bless as a holy weapon is your Consecrated Weapon. It has a +2 bonus instead of +1.
|Gain the Consecrate Weapon ability.
 
* '''Consecrate Weapon.''' When you cast Holy Weapon ritual, you may choose one weapon to be a Consecrated Weapon for the duration. It now has a +2 bonus to attack and damage rolls instead of +1.
|''Zealot, Consecrated Blade''
|''Zealot, Consecrated Blade''
|-
|-
|'''Zealots Resolve II'''
|'''Zealots Resolve II'''
|Consecrated Weapon
|Consecrated Weapon
|Holy Weapon bonus also applies to physical defenses.
|Zealot’s Resolve becomes +1 to physical and mental defenses.
|''Zealot, Consecrated Blade''
|''Zealot, Consecrated Blade''
|-
|-
|'''Recall'''
|'''Recall'''
|Zealot’s Resolve II
|Zealot’s Resolve II
|When within 200 ft of your weapon, you can call your weapon back to your hand for 1 AP. If another creature is holding it, make an END attack against that creature’s FORT. If you succeed, your weapon returns to you.
|Gain the Recall ability.
 
* '''Recall.''' When within 200 ft of your holy weapon and you can draw an unobstructed line between your holy weapon and yourself, you can call your weapon back to your hand for 1 AP. If another creature is holding it, make an END attack against that creature’s FORT. If you succeed, your weapon returns to you.
|''Zealot, Consecrated Blade''
|''Zealot, Consecrated Blade''
|-
|-
|'''Holy Lance'''
|'''Holy Lance'''
|Recall
|Recall
|Your Consecrated Weapon gains the Thrown 40 ft property if it didn’t have the thrown property
|Your Consecrated Weapon gains a 40 ft thrown range if it did not already have the thrown property.
|''Zealot, Consecrated Blade''
|''Zealot, Consecrated Blade''
|-
|-
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|Recall
|Recall
<u>Incompatible</u>: Bloody Recall
<u>Incompatible</u>: Bloody Recall
|When you use Recall, by spending 1 additional AP you no longer have to draw an unobstructed line as your weapon becomes ethereal and flies through walls. You no longer need to make an attack to recall it if another creature is holding it; you automatically succeed.
|When you use Recall, by spending +1 AP you no longer have to draw an unobstructed line as your weapon becomes ethereal and flies through walls. You no longer need to make an attack to recall it if another creature is holding it; you automatically succeed.
|''Zealot, Consecrated Blade''
|''Zealot, Consecrated Blade''
|-
|-
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|Recall
|Recall
<u>Incompatible</u>: Ethereal Recall
<u>Incompatible</u>: Ethereal Recall
|When you use Recall, you may spend 3 additional AP to attack all creatures in a line between you and your weapon as it returns to your hand.
|When you use Recall, you may spend +3 AP to attack all creatures in a line between you and your weapon as it returns to your hand.
|''Zealot, Consecrated Blade''
|''Zealot, Consecrated Blade''
|-
|-
|'''Holy Arsenal II'''
|'''Holy Arsenal II'''
|Recall, Blessed Blade II
|Recall, Blessed Blade II
|(1/Week) When you use Holy Weapon, you can bless three weapons.  
|Holy Arsenal becomes three weapons.  
|''Zealot, Consecrated Blade''
|''Zealot, Consecrated Blade''
|-
|-
|'''Versatile Weapon II'''
|'''Versatile Weapon II'''
|Recall, Ardent Weapon II
|Recall, Ardent Weapon II
|Choose an extra creature tag when you cast Holy Weapon. Your holy weapon gains its benefits against creatures with any tag that you chose.
|Choose an extra creature tag when you cast Holy Weapon. Your holy weapon gains its benefits against creatures with any of the tags that you chose.
|''Zealot, Consecrated Blade''
|''Zealot, Consecrated Blade''
|-
|-
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|Consecrated Blade 11
|Consecrated Blade 11
<u>Incompatible</u>: Punishment
<u>Incompatible</u>: Punishment
|A Holy Weapon made by your ritual has 1 charge. A creature can cast [[Healing Touch]] using this charge.
|A holy weapon made by your Holy Weapon ritual has 1 charge. A creature can cast [[Healing Touch]] for 0 SP using this charge.
|''Zealot, Consecrated Blade''
|''Zealot, Consecrated Blade''
|-
|-
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|Consecrated Blade 11
|Consecrated Blade 11
<u>Incompatible</u>: Reward
<u>Incompatible</u>: Reward
|A Holy Weapon made by your ritual has 1 charge. A creature can cast [[Shining Bolt]] using this charge.
|A holy weapon made by your Holy Weapon ritual has 1 charge. A creature can cast [[Shining Bolt]] for 0 SP using this charge. If a creature other than you is wielding this weapon, they use their magic attribute, or their CHA if they do not have a magic attribute.
|''Zealot, Consecrated Blade''
|''Zealot, Consecrated Blade''
|-
|-
|'''Consecrated Weapon II'''
|'''Consecrated Weapon II'''
|Consecrated Blade 12
|Consecrated Blade 12
|Your Consecrated Weapon bonus becomes +3.  
|Your Consecrated Weapon bonus becomes +3 to attack and damage rolls.
|''Zealot, Consecrated Blade''
|''Zealot, Consecrated Blade''
|-
|-
|'''Zealots Resolve III'''
|'''Zealots Resolve III'''
|Consecrated Weapon II
|Consecrated Weapon II
|Holy Weapon damage bonus applies to damage, attacks, mental defenses, physical defenses, and AR.
|Zealot’s Resolve becomes +2 to physical and mental defenses and +1 to AR.
|''Zealot, Consecrated Blade''
|''Zealot, Consecrated Blade''
|-
|-
|'''Weapon of Legend'''  
|'''Weapon of Legend'''  
|Zealot’s Resolve III
|Zealot’s Resolve III
|Your weapon has untold fame and your reputation benefits accordingly. Enemies might boastfully challenge you or act super deferential out of fear. Kings and generals will herald you with great feasts in your honor. Knights and soldiers will seek to learn from you.  
|Your weapon has untold fame and your reputation benefits accordingly. Enemies might boastfully challenge you or act super deferential out of fear. Kings and generals will herald you with great feasts in your honor. Knights and soldiers will seek to learn from you.
Your Consecrated Weapon bonus is +4. Reward/Punish with Consecrated Weapons can be done 3/day.
 
* '''Level 30:''' All of your benefits from Weapon of Legend become permanent. You lose the consecrate weapon ability permanently, but your Consecrated Weapon bonus increases to +4 and the Reward/Punish bonus is 5/day. This weapon costs no Essence for you, but its benefits remain after you die, and it takes 40 Essence for another creature to bond with this item.
Your Consecrated Weapon bonus becomes +4 to attack and damage rolls.
 
Reward/Punishment with Consecrated Weapons have 3 charges.
 
* '''''Level 30''''': Cast Holy Weapon one final time on your Consecrated Weapon, making its effects permanent. Lose the Consecrate Weapon ability permanently, but Reward/Punishment with this weapon has 5 charges. This weapon costs no Essence for you, but its benefits remain after you die, and it takes 40 Essence for another creature to bond with this item.
|''Zealot, Consecrated Blade, '''Capstone'''''
|''Zealot, Consecrated Blade, '''Capstone'''''
|}
|}