Path of the Zealot
Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots – warriors who channel their rage into powerful displays of divine power.
Divine Fury
At 3rd level, once on each of your turns when your rage is active, the first creature you hit takes extra damage equal to 1d6 + half your barbarian level (rounded down). The extra damage is radiant or necrotic, you choose each time you use the ability.
Warrior of the Gods
At 3rd level, a divine entity helps ensure you can continue to fight. Whenever a spell or magic item restores your hit points, you can roll a d12 and regain additional hit points equal to the number rolled. You can use this benefit a number of times equal to your constitution modifier, and regain all uses when you finish a long rest.
In addition, if a spell, such as the Raise Dead spell, has the sole effect of returning you to life, the caster doesn't need material components to cast the spell on you.
Fanatical Focus
At 6th level, if you fail a saving throw while your rage is active, you can reroll it, but you must use the new roll. You may only use this feature once per rage.
Zealous Presence
At 10th level, you can use a bonus action to unleash a battle cry infused with divine energy. Up to ten creatures of your choice within 60 feet of you gain advantage on attack rolls and saving throws until the start of your next turn. You can use this feature once per short or long rest.
Rage Beyond Death
At 14th level, when you successfully use your Relentless Rage feature, you can assume the form of a spectral warrior. While in this form, you gain the following benefits:
You have a fly speed equal to your speed and can hover.
When you are hit by an attack roll, you can use your reaction to make it miss.
This form lasts for 1 minute, or until you regain any hit points, or drop to 0 hit points. Once you use this feature, you cannot do so again until you finish a short or long rest.