dnd 5e – Does the Zealot barbarian’s Rage beyond Death feature let you survive if you receive healing regardless of your death saves?

Your reading is correct – the PC stays alive even if they fail their death saving throws (or, more generally, get 3 failures on death saving throws any way – including damage from enemies, which is most likely), if they are healed before their rage ends.

The wording is very clear and explicitly states the situation:

However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

If it was not intended, that last clause would not exist. The phrase could just end before that statement, something on the lines of:

However, if you would die due to failing death saving throws, you don’t die until your rage ends.

The feature prevents death from failed death saving throws, but not any other kinds of death – for example, death from massive damage is still possible.

dnd 5e – How do I kill a 20th level raging Zealot Barbarian?

Brute force won’t work, but any other effect will work, provided it is hit point-dependent

At first blush, the 20th level Zealot Barbarian seems unkillable, and this is true if you play the Barbarian’s game by engaging them in direct melee combat. Indeed, by RAW the Barbarian could massacre an entire army of mundane soldiers and continuously maintain their rage until they were able to find any sort of healing to recover the minimum 1 hit point necessary for them to keep on trucking.

However, 5e has a handful magical effects that can be used to reliably handle this situation, though.

  • Sleep: It’s only a 1st level spell, but if you can reduce the
    Zealot’s hit points enough (or upcast the spell high enough), you can
    forcibly end the rage by knocking them unconscious. If you do this
    when the Zealot is at 0 hit points and has failed 3 death saves, they
    will die on the spot.
  • Power word kill: If you can get the Zealot below 100 hit
    points, you have the option to drop them outright with this.

This is a fairly short list that curiously hits both ends of the spellcasting spectrum, but either will stop the Zealot on the spot.

There are a few other options accessed by turning into a creature with true polymorph or some other method to access them. These all require you to reduce the Zealot to 0 hit points, be aware that it can be difficult to do this because the Zealot can make several saves due to Relentless Rage to instead be reduced to just 1 hit point:

  • Shadow Dragon’s Shadow Breath (MM, p. 85) will instantly kill a
    creature reduced to 0 hit points by this attack.
  • Mind Flayer’s Extract Brain (MM, p. 222) will instantly kill a
    creature reduced to 0 hit points by this attack.
  • Phase Spider’s bite attack will paralyze a creature for 1 hour
    if the poison reduces them to 0 hit points, which means that the rage
    will lapse after 1 minute and the Zealot will die.
  • Swarm of Centipedes’ bite attack (MM, p. 338) will paralyze a
    creature for 1 hour if the poison reduces them to 0 hit points, which
    means that the rage will lapse after 1 minute and the Zealot will
    die.

These methods are most viable after you’ve reduced the Zealot to 0 hit points since you won’t trigger their Relentless Rage, which the Zealot can probably reliably make 2-3 times before it starts getting tricky. I’ve avoided effects that rely on trying to reduce the Zealot’s maximum hit points to 0. While they technically would work, you would find yourself spending an absurd number of rounds trying to reduce a feasible 275 maximum hit points.

One last method that would reliably work is:

  • Forcecage: Trapping the Zealot in creates a situation whereby
    you can plink down the Barbarian’s hit points and implement any of
    the other strategies.

dnd 5e – Does the Zealot Barbarian’s Divine Fury apply multiple times if you focus the same target?

Divine Fury:

At 3rd level, while you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level.

Sneak Attack:

Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon. roll20 compendium

The difference in wording produces the following effect:

The Divine fury is applied to the first creature hit on your turn. This is only applied once. The target of a second hit would be “the second creature hit” (even if it is the same creature).

Once per turn, Sneak attack can be applied to a hit at the rogues choosing (provided the conditions for sneak attack are met). This includes Attacks of Opportunity, Readied actions, and other reaction attacks.

dnd 5e – Can a Zealot Barbarian apply Radiant rage damage?

Only the extra damage from Divine Fury is necrotic or radiant.

The Divine Fury feature specifies exactly which damage is necrotic or radiant:

The extra damage is necrotic or radiant.

Only the damage from this feature is necrotic or radiant. “Extra damage” here is very obviously referring to the extra damage from this feature, defined in the sentence before.

Since it says nothing about changing the type of any damage, it does not change the type of any damage, and the bonus damage from rage is of the damage type of the weapon being used.

Further, “extra” means “in addition to”, so it is damage that is added to whatever damage the attack does without the class feature, and without the class feature, the rage damage is of the type of the weapon used.

dnd 5e – Would a zealot barbarian’s divine fury trigger during an opportunity attack?

The Path of the Zealot barbarian (Xanathar’s Guide to Everything, p. 11) gets the Divine Fury feature at level 3, which states:

At 3rd level, while you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Does it work like the Rogue’s Sneak attack, in that it can trigger on opportunity attacks, since it’s a different turn? Or does the “on each of your turns” bit make it not work.

dnd 5e: What does the Death Guardian spell do when the characteristic Zealot Barbarian Wrath beyond death ends while they have three failed Death Saving Throws?

the death room spell states:

[…] If the spell remains in effect when the target is subject to an effect that would kill it instantly without causing damage, that effect is denied against the objective, And the spell ends.

An example of such an effect would be to fail a third saving throw. Normally you would die immediately After failing his third death-saving throw, but this is not the case for the Barbarian Zealot currently Raging Beyond Death:

You must still make shots that save death, and you suffer the normal effects of taking damage while you are at 0 hit points. However, if you would die for failing the saving throws, you will not die until your anger ends, and you will die only if you still have 0 hit points.

So what happens if the Barbarian has three failed death saves and then Does your anger end?
To what effect of instantaneous death is the Barbarian being subjected?
What exactly is denied by death room?
Is the third death saver shot eliminated?


I think my question is different from "What happens when you cast Death Ward on a furious level 14 Zealot Barbarian that has 0 HP?" because that question about taking damage while in 0 hit points with death room while mine asks about the death caused by three failed saves.

dnd 5e – What happens when you cast Death Ward on a furious level 14 Zealot Barbarian that has 0 HP?

Let's say a Zelot Barbarian is using Rage Beyond Death and, therefore, does not fall unconscious to 0 HP. Let's also say that they are currently at 0 HP.

Yes death room is launched on them, then by RAW it seems that they do not go back up to 1 HP. But what happens if they get hurt later? Make death room kick and return them to 1 HP, or does it not activate because it cannot fall to 0 HP while it is already in 0 HP?

NVIDIA GPU Zealot / Enemy (z-enemy) (see 2.0) – Cryptocurrencies Corner

NVIDIA Zealot / enemy GPU (z-enemy).
x16r, x16s, Bitcore, Phi1612, Xevan, Tribus, x17, c11, AeriumX, XDNA (hex), phi, phi2, skunk, etc.
==================================================================================================== =======

Z-ENEMY 2.00 From: Dk & Enemy (z-enemy) NEW

This version includes a new way to manage and monitor the miner.

[IMG]

New features:
– The new JSON HTTP API was added (see json_api_help.txt for more information), available on port 4067 by default
– Added web control panel with monitoring and real-time graphics.
The user interface is responsive and should look good on most mobile phones and tablets.

Other changes:
– The miner informs about the start of the API servers (both Telnet and HTTP)
– Now you can disable both servers with –api-bind = 0 and –api-bind-http = 0 respectively
– Correction of minor errors and stability improvements.

Notes:
– For the HTTP server: the command line option of the permission application has no effect (for now?)

Windows:
Cuda: 10.0; 9.2; 9.1 – https://mega.nz/#F!zZUHWShC!Z7WVzMeFhKIm2CNakx1_8w

Linux:
Cuda 10.0: https://mega.nz/#!UCQlSaJI!j_b7REMSVkp5SRDQP2PjaaEpcA7tYuwxJZGj0GJFoqs
Cuda 9.2: https://mega.nz/ #########
_______________________________________________________________________________ _________
Z-ENEMY 1.28 From: Dk & Enemy (z-enemy)

IMPORTANT:
For maximum performance, make sure you have the latest drivers (see 415+)

Performance improvements of 1.28 compared to the previous version (1.27):
– Bitcoin Diamond + 7-8%, Hex 4-5% and + 3-5% for x16r / s, x17, bitcore, c11, sonoa, etc.

Other changes:
– Added the –no-nvml switch to disable NVML monitoring (useful for reducing the load on low-end CPUs)
– After several tests, we recommend using the intensity 22 in 1080ti cards in x16r something (and perhaps others)

Z-ENEMY 1.27 From: Dk & Enemy (z-enemy)

Performance improvements:
Up to + 3-4% for x16r / s and hexadecimal, + 6-8% Bitcoin Diamond, 1-3% on others (x17, bitcore, c11, sonoa, etc.) on GTX 10×0 cards

Z-ENEMY 1.26 ver.1 From: Dk & Enemy (z-enemy)

IMPORTANT:
For maximum performance, make sure you have the latest drivers (see 415+)

Performance improvements:
– Up to + 5-7% x16r / s, + 7% bitcore, few percentages in others (x17, c11, aergo …) in GTX 10×0 cards.
– Hex something + 10% for GTX 10×0 cards and + 2% for RTX 20×0 cards.

Other changes:
– Eliminated something
– Improvement of stability.
_______________________________________________________________________

Z-ENEMY 1.25 ver.1 From: Dk & Enemy (z-enemy)

IMPORTANT:
For maximum performance, make sure you have the latest drivers (see 415+)

Performance improvements in x16, x17, c11, bitcore, BCD, aergo, sonoa and hex:
+ 10% or more for RTX 2080 / 2080ti / 2070 cards
+ 3-7% for GTX 1080Ti / 1080 / 1070ti and lower cards

Error correction:
– Reduction of the use of the CPU.

_______________________________________________________________________________ __________

Z-ENEMY 1.24 ver.3 From: Dk & Enemy (z-enemy)

IMPORTANT:
For maximum performance, make sure you have the latest drivers (see 415+)

– Great optimizations for skunk, polytimos and phi.
– Minor optimizations for hex and x16r / s, tribes.
– Massive increase in performance for RTX 2080 / 2080ti / 2070 in many algorithms.

Other:
– Reports of highlighted hardware statistics, color GPU temperatures (green / yellow / red)
– Added architecture support Volta
– Important update (1.24 ver.2): Corrected a multiple gpu blocking error (skunk and polytimos)
– Important update (1.24 ver.3): Fixed reduced hashrate in the pool (XDNA: hex something)

Z-ENEMY SEE 1.23 From: Dk & Enemy (z-enemy)

IMPORTANT:
For maximum performance, make sure you have the latest drivers (see 415+)

– First wave of performance optimizations for RTX 2080 and 2080Ti series of up to 10-20% in several algos. :(x16, x17, c11, hexadecimal, bitcore, xevan …)
– Lower performance optimizations for older cards (10×0)
– Fixed a memory error of Tribes (now it is possible to execute it with higher intensities)
– Removed –tlimit and –plimit options
– Added –max-temp –resume-temp options

– CUDA 10 experimental support: Higher speeds and stability, compatibility with the new RTX2080 and 2080 Ti cards
– Performance improvements: 2-5% for most algos (Hex, X16, X17, Bitcore, C11, etc.)

The 32 and 64 version of Cuda 10 works faster in most algorithms … Update your Nvidia drivers – minimum (see 415+)
Important. This is the first basic compilation for Cuda 10, please leave your comments on our channel # z-enemy-122test

Z-ENEMY SEE 1.21a
From: Dk & Enemy (z-enemy)

IMPORTANT:
To get the most performance, make sure you have the latest drivers (see 398+)

– Performance and stability improvements, few errors solved.
– Added availability reports.

As in the previous version, the 32-bit version is faster in some cases …

Z-ENEMY SEE 1.20 (PUBLIC) From: Dk & Enemy (z-enemy)

IMPORTANT:
To get the most performance, make sure you have the latest drivers (see 398+)

– Main performance improvements: 5-10% in several algos
– Bitcoin Diamond: Support for the new famous superior algorithm at high speed, 20-30% higher than the current ones.

As in the previous version, the 32-bit version is faster in some cases (x16 / x17, etc.) …

Enjoy [IMG]

Z-ENEMY SEE 1.19 (PUBLIC) From: Dk & Enemy (z-enemy)

IMPORTANT:
To get the most performance, make sure you have the latest drivers (see 398+)

Main performance improvements: 5-7% in several algos (x16, x17, bitcore, c11, hexadecimal, etc.)
Stability improvements

The 32-bit version seems to be faster in some places again, feel free to try it!

Z-ENEMY SEE 1.18 (PUBLIC) From: Dk & Enemy (z-enemy)

IMPORTANT:
To get the most performance, make sure you have the latest drivers (see 398+)

Regards! We are launching an updated version of our mining software with some bug fixes and other changes:

Main performance improvements: 10-15% for Xevan (+ Fixed reduced hashrate problem from 1.17)
– Minor performance improvements for other algos.
– Stability improvements for XDNA

Z-ENEMY SEE 1.17 (PUBLIC) From: Dk & Enemy (z-enemy)

IMPORTANT:
To get the most performance, make sure you have the latest drivers (see 398+)

Greetings, fellow miners! We are launching an updated version of our mining software with some speed inside:

– Main performance improvements: 5-10% for X16R and X16S, XDNA (hex), x17, Bitcore (BTX), c11, Sonoa, Renesis, Aergo
– The lower end cards, such as 1050/1060, will see a little more than% (yes, a bonus)
– The miner no longer depends on the memory, allows to run the memory clock at +0 or -500 MHz without loss of performance.

Happy mining!

================================================================

Z-ENEMY SEE 1.16 (PUBLIC)

IMPORTANT:
To get the most performance, make sure you have the latest drivers (see 398+)

Zealot / enemy-1.16 (z-enemy) From: Dk & Enemy

– Performance improvements:+ 7-10% hex (XDNA), + 5% -7% x16r & s, few% for other algos (x17, c11, sonoa, renesis, aergo)
– Experimental characteristic: Increased intensity limit (most algos now allow an intensity of up to 25, test at your own risk)

Z-ENEMY SEE 1.12a (PUBLIC)

IMPORTANT:
To get the most performance, make sure you have the latest drivers (see 398+)

For Windows Cuda 9.2:
zealot / enemy-1.12a (z-enemy) From: Dk & Enemy

– Improves the performance of phi2: + 4-5% (up to 5 Mh / s for 1070ti, up to 7.5 Mh / s for 1080ti)

– Minor performance improvements for others something.s

LATEST Z-ENEMY SEE 1.12 (PUBLIC)

IMPORTANT:
To get the most performance, make sure you have the latest drivers (see 398+)

zealot / enemy-1.12 (z-enemy) From: Dk & Enemy

– Minor performance improvements: x17, x16r, x16s, c11, bitcore, aeriumx and others …
– New algos: SONOA (-a sonoa) and PHI2 (-a phi2)

Z-ENEMY SEE 1.11 (PUBLIC)

For Windows (Cuda 9.1)
zealot / enemy-1.11 (z-enemy) From: Dk & Enemy

Performance improvements: x17 (+ 4-8%), x16r & s (+ 1-3%), Phi1612 very fast and others …
Quick start in multi gpu-rigs
The GPU limit increased to 24
AeriumX (AEX) – The miner is compatible with Aerium new swap something (as of June 4).
Additional: C11(-a c11) x64 basic and fast (ver.4), Skunk(-un skunk) basic, improved TimeTravel8(-a timetravel) and Polytimos (-a poly)

Z-ENEMY SEE 1.10 (PUBLIC)

For Windows (Cuda 9.1)
Zealot / enemy-1.10 (z-enemy) From: Dk & Enemy

Compatibility issues were corrected that resulted in performance degradation with some groups that are not yiimp. Now you will see the expected hashrate in them (suprnova).

Improvements in the speed of the grains. : (1.09a vs 1.10) + 1-2% in total (all algos) and (1.09b vs 1.10) + 1-2% for x16r and x16s.

Support and improvement of something new. : Tribes (-a tribes), recommended intensity for Tribes 20-21. + 5% speed vs 1.09b (service version)

First time or troubleshooting x16:
– Users for the first time – see. 1.12 works on Cuda 9.1 and 9.2 and it is recommended to make sure you have updated your NVIDIA drivers. You can find the drivers here see., 398 +++
– The next important thing is the intensity. We recommend the intensity -19 at the beginning, however, if your PC has 8GB or more, a fast SSD and a large swap file, you can use -20/21.
– X16r something is very wild and eratic. * Very important * Make sure you have enough power reserve in the PSU. Make sure you have a minimum free space of 20% on your PSU or configure your PL in a 70-80% usage.
– Using + core and + mem is useful, but do not use OC at the beginning until you verify stability.

Performance and tuning x16:
– It is reported that this version z-enemy 1.12 is more stable when using a higher PL (90-110%) and + overclocking memory and core, feel free to experiment with it.
– Update drivers can provide more gains.
– The recommended intensity is 20, set 21 only if you know what you are doing. (16 GB RAM and / or good SWAP file in SSD) Be careful
– Recommended memory 0 or +
– Recommended core + 50 + 150 (1800-1900MHz 1080 Ti)
– Perform overclocking slowly and allow enough time to verify stability (12-24hrs) before making further adjustments. x16r is a very chaotic algorithm, because just because it works for 1 hour does not mean it can not fail for longer. Sometimes, the hash order can lead to 2000 + mhz and to the collision system. Keep in mind that overclocking is always at your own risk!
– Yiimp pools recommends manual diff (-pd = 16) – for small farms or (-pd = 48) – for good farms like 5-6 1080 Ti If you need to name your equipment as well as configure diff you can try -p rigname, d = 16

Diff x16 can be calculated by mutliplying the following:
Number 1060 multiplied by 3-4
Number of 70ti's or 80's multiplied by 4-8
80ti number multiplied by 6-12

Example: if you have 3 1060, then diff would be 9-12
If you have 8 70ti, your difference would be 48-96.

Development fee:
– low return rate 1%
– The development fee will start randomly when the miner starts. After 1% of the extracted time, it automatically returns to the user group.

Information on x16:

Each block contains 16 random algos.

All the algos have Quick, Medium Y Slow The speeds, therefore, depending on the order and the speeds they determine, will determine its hashate frequency at any time.

Quick: Blake (Blk), Bmw512 (Bmw), Keccak (Kck), Skein (Ske), Shabal (Shb), Sha512 (Sha)
Medium: Jh512 (Jh5), Luffa (Luf), Cube (Cub), Shavite (Shv), Fugue (Fug), Whirlpool (Wrl)
Slow: Groestl (Gro), Simd (Smd), Echo (Ech), Hamsi (Ham)

Example:
Block 181085, difficulty 20228.532
Hashorder: EchFugBmwShaJh5FugShvEchSmdBmwHamWrlJh5KckSkeHam

It means first something is Slow Echo (Ech)> next Medium Fuga (Fug)> …> Last Hamsi (Ham). How much more Quick some in a block is what drives the speed of the miner to the Moon! (more MH)

Samples:

Yiimp pools:

z-enemy -a phi -o stratum + tcp: // pool bsod pw: 6667 -u LQCifDiNVXjM_your_wallet_CUqZJBa75p11 -p x

z-enemy -a x16r -o stratum + tcp: // yiimp eu: 3636 -u RWgpF9GefjD_your_wallet_1gQmQjpYtYt.GTX950 -p d = 3 -i 19

z-enemy-a bitcore -or stratum + tcp: // yiimp eu: 3556 -u 1D2dKSprpK_your_wallet_1wa8b2LnJ826uf -p x -i 20

Suprnova Pool:

z-enemy-to x16r -o stratum + tcp // rvn suprnova cc: 6667 -u tu_Legin.tu_trabajador_nombre -p x -i 20

FREQUENTLY ASKED QUESTIONS:

Can not I start the miner, says I need msvcr120.dll?
Download and reinstall drivers from http://www.nvidia.com/Download/index.aspx

My miner crashed – cuda error in funk `cuda_check_cpu_setTarget` why?
This error is due to overclocking, decrease your GPU and VRAM clocks.

Latest recommended drivers?
Yes, however, sometimes a new driver may cause a problem and the use of a previous version may work better. You will have to verify We recommend at least NVIDIA controllers of 390 +++ or 398.xx

What is the restart-fix.reg file in the Windows download folder?
This file will repair the pop-up window and allow the miner to restart after the failure. Run once.

How many GPUs can I run?
We have confirmed reports on 19 cards.

Is there an easy way to automatically restart the miner if it crashes?
Yes, check our samples * .cmd file in the windows compilation. I like it:
:Start
z-enemy -a phi -or stratum + tcp: // pool bsod pw: 6667 -u LQCifDiNV_YOUR_WALLET_F3CUqZJBa75123 -p x
go to start

Does Z-enemy 1.12 not support api?
Yes, try –api-remote and / or –api-allow = (simple 0/0)

z-enemy does not support loading the default value of ccminer.conf from the .conf file?
z-enemy support config.json

dnd 5e – What resurrection spells are valid for use with the & # 39; Warrior of the gods & # 39; of the Zealot?

I interpret the Warrior of the gods (hereinafter WoG) the description refers explicitly to the part of the resurrection of the spell, and not necessarily the fact that the spell does additional things. I interpret WoG in this way, since Raise Dead is used as an example. Raise Dead has additional effects, but we can reason that make Qualify for the cost exemption because it is included as an example. Therefore, these additional effects should not matter to WoG, so the only thing that remains is that should Matter is the resurrection itself.

Clone also does additional things (creating the body, in this case), but that is not what disqualifies him. The clone does not qualify for the cost exemption because it transfers the soul of the creature to a new body, instead of resuscitating it. This is supported by the answer to the question you linked in your comment.

This leaves us with 4 spells that we can focus on:
Revive, reincarnate, resurrection and true resurrection.

Note Bene:
There is also one more spell that is capable of returning a creature to life: Desire. If we were concerned about the material costs for Wish (which we are not), we would treat Wish in a similar way to how I describe True Resurrection below. Whether or not this spell would do qualifying for a cost exemption would depend solely on the content of the desire in question, and not on the description of the spell, according to my previous interpretation. However, this does not matter ultimately, since Wish does not require components of material to mold.

That said, let's examine the remaining 4 spells on our list:

Revitalize

The description of Revivify says:

You touch a creature that has died at the last minute. That creature comes back to life with 1 hit point. This spell can not bring back to life a creature that has died of old age, nor can it restore the missing parts of its body.

This is simple enough for us to reasonably reason that this spell qualifies for the exemption.

Reincarnate

This spell comes with attached strings (emphasis mine):

You play a dead humanoid or a piece of a dead humanoid. As long as the creature has died no more than 10 days, the spell forms a new adult body for him and then calls the soul to enter that body. If the soul of the target is not free or unwilling to do so, the spell fails.

Magic forms a new body for the creature to inhabit …

This spell is read similar to Clone, so we can consider that this spell does not qualify for the exemption. We are forming a new body here, as we did with Clone.

Resurrection

The spell of the Resurrection reads similarly to Raise Dead:

You touch a dead creature that has been dead for more than a century, who did not die in old age, and that is not an undead. If your soul is free and willing, the goal comes back to life with all its hit points.

This spell neutralizes any poison and heals the normal diseases that afflict the creature when it dies. However, it does not eliminate magical diseases, curses and the like; If such effects are not eliminated before casting the spell, they afflict the target upon returning to life.

This spell closes all mortal wounds and restores the missing parts of the body.

Returning from the dead is a test. The target has a -4 penalty on all attack rolls, saving shots and skill checks. Each time the target finishes a long rest, the penalty is reduced by 1 until it disappears …

If we can reason from WoG's description that Raise Dead works as written, we can also reason that Resurrection should qualify. The important difference between the spells is the effective time frame.

True resurrection

The true resurrection blurs the line between Clonar and Elevate Dead (the emphasis is mine):

You touch a creature that has been dead for more than 200 years and died for any reason, except old age. If the soul of the creature is free and willing, the creature comes back to life with all its hit points.

This spell closes all wounds, neutralizes any poison, heals all diseases and raises curses that affect the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was not dead, it is restored to its living undead form.

The spell You can even provide a new body if the original no longer exists, in which case you must pronounce the name of the creature. The creature then appears in an unoccupied space that you choose 10 feet from you.

By my aforementioned interpretation of WoG, this spell will qualify for the exemption only If it is not used to create a new body. If the spell is used to create a new body, we are now in Clone territory, and therefore we no longer qualify for the cost exemption.

conclusion

In summary, we can comfortably say that Raise Dead, Revivify, and Resurrection are qualified for the cost exemption offered by WoG. True resurrection may or could not Rate, depending on how the spell is used.

dnd 5e – Does the spell clone require material components to throw at a barbarian Zealot?

The clone is released before your character dies.

The components of clone spells are still necessary.

Clone (edited for brevity)

This spell grows an inert duplicate of a living being as a
safeguard against death. This clone is formed inside a sealed container and
grows to its full size and maturity after 120 days; You can also choose
make the clone a younger version of the same creature.

At any time after the clone matures, if the original creature dies,
his soul is transferred to the clone, as long as the soul is free and
willing to go back.

Raise Dead, and similar spells, are released after your character dies. Clone still needs its components to be melted, Since the barbarian is alive at the time of throwing..

Character of the barbarian Zealot class
On the 3rd level, your soul is marked for an endless battle. If a spell, such
as Raise Dead, has the only effect of giving you back to life (but no
not sunk), the pitcher does not need material components to launch the
spell over you.

That is a sufficient distinction so that the fanatic's characteristic does not turn the subject of the material component of the clone. (Cloning is a bit more complex than "it has the only effect of giving you life back", since the clone can exist for a long time while your character is alive).