The Cleric
Clerics in the world of Zelda are uncommon, generally being living as guides for civilization but often overshadowed by the sages of the world. Blessings from a god to channel their strength is rare as most gods and goddesses are physically in the world and giving up too much of their power on another can make them vulnerable to the forces that oppose their ideals.
New Cleric Spells
- Cantrips: Empty Double
- 1st Level: Chime, Conjure Weapon, Din’s Fire, Farore’s Wind, Nayru’s Love, Summon Soldier, Sunrise/Sunset, Wind Compass
- 2nd Level: Ascend, Iridescent Path, Guiding Light
- 3rd Level: Form to Fairy, Spirit Tracks
- 4th Level:
- 5th Level:
- 6th Level: Mineru’s Possession, Mipha’s Grace, Spirit Vessel
- 7th Level:
- 8th Level: Emit Gloom
- 9th Level: Blood Moon, Gloom Revival, Rauru’s Light
Courage Domain
3rd Level: Domain Spells
Your connection to this divine domain ensures you always have certain Spells ready. When you reach a Cleric level specified in the Courage Domain Spells table, you thereafter always have the listed Spells prepared. These Spells don’t count against the number of Spells you can prepare, and they follow the rules of this Class’s Spellcasting feature.
3rd Level) Compelled Duel, Farore’s Wind, Cyclone, Gust of Wind
5th Level) Beacon of Hope, Haste
7th Level) Aura of Life, Freedom of Movement
9th Level) Courageous Continue, Far Step
3rd Level: Farore’s Aid
You may expend all of your movement on your turn to have a single ally you can see move up to their speed.
3rd Level: Wind Warp
You can expend one use of your channel divinity to teleport up to 100 feet as a bonus action.
6th Level: Quick Assistance
Whenever an ally moves within 5 feet of you on a round or starts their turn there you may use your reaction to give them an item or cast a spell on them. You can use this a number of times equal to your Wisdom modifier and regain all expended uses when you complete a Short or Long rest.
10th Level: Guiding Breeze
Whenever you cast a spell of 1st-level or higher that targets an ally, that ally may immediately use their reaction to move up to 10 feet. This movement does not provoke opportunity attacks.
14th Level: Favorable Winds
Whenever you roll initiative you may have yourself and all allies you can see immediately move up to their speed.
Your connection to this divine domain ensures you always have certain Spells ready. When you reach a Cleric level specified in the Courage Domain Spells table, you thereafter always have the listed Spells prepared. These Spells don’t count against the number of Spells you can prepare, and they follow the rules of this Class’s Spellcasting feature.
3rd Level) Compelled Duel, Farore’s Wind, Cyclone, Gust of Wind
5th Level) Beacon of Hope, Haste
7th Level) Aura of Life, Freedom of Movement
9th Level) Courageous Continue, Far Step
3rd Level: Farore’s Aid
You may expend all of your movement on your turn to have a single ally you can see move up to their speed.
3rd Level: Wind Warp
You can expend one use of your channel divinity to teleport up to 100 feet as a bonus action.
6th Level: Quick Assistance
Whenever an ally moves within 5 feet of you on a round or starts their turn there you may use your reaction to give them an item or cast a spell on them. You can use this a number of times equal to your Wisdom modifier and regain all expended uses when you complete a Short or Long rest.
10th Level: Guiding Breeze
Whenever you cast a spell of 1st-level or higher that targets an ally, that ally may immediately use their reaction to move up to 10 feet. This movement does not provoke opportunity attacks.
14th Level: Favorable Winds
Whenever you roll initiative you may have yourself and all allies you can see immediately move up to their speed.
Power Domain
3rd Level: Domain Spells
Your connection to this divine domain ensures you always have certain Spells ready. When you reach a Cleric level specified in the Power Domain Spells table, you thereafter always have the listed Spells prepared. These Spells don’t count against the number of Spells you can prepare, and they follow the rules of this Class’s Spellcasting feature.
3rd Level) Command, Din’s Fire, Scorching Ray, Shatter
5th Level) Fear, Fireball
7th Level) Elemental Bane, Wall of Fire
9th Level) Circle of Power, Duel of Power
3rd Level: Din’s Strength
Your training with weapons allows you to use the Mastery property of one kind of Simple or Martial weapon with which you have proficiency. Whenever you finish a Long Rest you can change the kind of weapon you chose to another eligible kind.
In addition, you can deal an additional die of damage to a single target when they are struck by your spells or weapon attacks of the same type as the die rolled. You can use this a number of times equal to your Wisdom modifier and regain all expended uses when you complete a Short or Long rest.
3rd Level: Flame Burst
As a Magic Action you can expend one use of your Channel Divinity to create a burst of flame around a creature within 60 feet of you. That creature and each other creature within 5 feet of them must make a Dexterity saving throw. On a failed save, they take Fire damage equal to three times your weapon damage die, or half as much on a successful save.
6th Level: Divine Shaping
You deal double damage to nonmagical objects. If an object is destroyed by you the materials it was made of can immediately be reformed into a new object as though it was under the effect of the Fabricate spell.
10th Level: Empowering Flame
Allies within the area of your damaging Magic Actions become wreathed in divine flame, regardless of whether or not they are included as a viable target for the attack. Until the end of your next turn their weapon attacks deal additional fire damage equal to your Wisdom modifier.
14th Level: Explosive Might
Whenever you deal damage using a Magic Action and a damage die shows its maximum value, roll an additional die of that type.
Your connection to this divine domain ensures you always have certain Spells ready. When you reach a Cleric level specified in the Power Domain Spells table, you thereafter always have the listed Spells prepared. These Spells don’t count against the number of Spells you can prepare, and they follow the rules of this Class’s Spellcasting feature.
3rd Level) Command, Din’s Fire, Scorching Ray, Shatter
5th Level) Fear, Fireball
7th Level) Elemental Bane, Wall of Fire
9th Level) Circle of Power, Duel of Power
3rd Level: Din’s Strength
Your training with weapons allows you to use the Mastery property of one kind of Simple or Martial weapon with which you have proficiency. Whenever you finish a Long Rest you can change the kind of weapon you chose to another eligible kind.
In addition, you can deal an additional die of damage to a single target when they are struck by your spells or weapon attacks of the same type as the die rolled. You can use this a number of times equal to your Wisdom modifier and regain all expended uses when you complete a Short or Long rest.
3rd Level: Flame Burst
As a Magic Action you can expend one use of your Channel Divinity to create a burst of flame around a creature within 60 feet of you. That creature and each other creature within 5 feet of them must make a Dexterity saving throw. On a failed save, they take Fire damage equal to three times your weapon damage die, or half as much on a successful save.
6th Level: Divine Shaping
You deal double damage to nonmagical objects. If an object is destroyed by you the materials it was made of can immediately be reformed into a new object as though it was under the effect of the Fabricate spell.
10th Level: Empowering Flame
Allies within the area of your damaging Magic Actions become wreathed in divine flame, regardless of whether or not they are included as a viable target for the attack. Until the end of your next turn their weapon attacks deal additional fire damage equal to your Wisdom modifier.
14th Level: Explosive Might
Whenever you deal damage using a Magic Action and a damage die shows its maximum value, roll an additional die of that type.
Wisdom Domain
3rd Level: Domain Spells
Your connection to this divine domain ensures you always have certain Spells ready. When you reach a Cleric level specified in the Wisdom Domain Spells table, you thereafter always have the listed Spells prepared. These Spells don’t count against the number of Spells you can prepare, and they follow the rules of this Class’s Spellcasting feature.
3rd Level) Comprehend Languages, Nayru’s Love, Iridescent Path, Suggestion
5th Level) Clairvoyance, Counterspell
7th Level) Aura of Purity, Locate Creature
9th Level) Reflect, Wisdom’s Will
3rd Level: Nayru’s Intuition
You gain proficiency in the Insight and Investigation skills. When you make a check using that skill you gain a bonus to the skill check equal to your Wisdom modifier.
3rd Level: Crystal Guard
You may expend one use of your Channel Divinity as a reaction whenever you are targeted by a Magic Action. That Magic Action now targets its original caster.
6th Level: Divine Expertise
You gain Expertise in two of your skill proficiencies of your choice. You may choose to swap which skills you have this Expertise in whenever you complete a Long Rest.
10th Level: Supreme Wisdom
You may treat an Intelligence or Wisdom-based skill check as though you rolled a 20 on the die. You must take a long rest to use this feature again.
14th Level: Mind to Body
When you cast a Divine Spell that targets yourself you may choose to have it not require concentration. This feature can only be active for a single spell at any given time and you can choose to end this effect on a spell at any given time.
Your connection to this divine domain ensures you always have certain Spells ready. When you reach a Cleric level specified in the Wisdom Domain Spells table, you thereafter always have the listed Spells prepared. These Spells don’t count against the number of Spells you can prepare, and they follow the rules of this Class’s Spellcasting feature.
3rd Level) Comprehend Languages, Nayru’s Love, Iridescent Path, Suggestion
5th Level) Clairvoyance, Counterspell
7th Level) Aura of Purity, Locate Creature
9th Level) Reflect, Wisdom’s Will
3rd Level: Nayru’s Intuition
You gain proficiency in the Insight and Investigation skills. When you make a check using that skill you gain a bonus to the skill check equal to your Wisdom modifier.
3rd Level: Crystal Guard
You may expend one use of your Channel Divinity as a reaction whenever you are targeted by a Magic Action. That Magic Action now targets its original caster.
6th Level: Divine Expertise
You gain Expertise in two of your skill proficiencies of your choice. You may choose to swap which skills you have this Expertise in whenever you complete a Long Rest.
10th Level: Supreme Wisdom
You may treat an Intelligence or Wisdom-based skill check as though you rolled a 20 on the die. You must take a long rest to use this feature again.
14th Level: Mind to Body
When you cast a Divine Spell that targets yourself you may choose to have it not require concentration. This feature can only be active for a single spell at any given time and you can choose to end this effect on a spell at any given time.