I need a few level 7 spells, so let’s make a few! Here is one for a cleric.
Command from on High
Casting Time: 1 action
You open your mouth, but instead of your voice, the raw power of your god pours forth causing all creatures within 30 feet of you to heed you words as orders from the gods themselves. Each creature that can hear you within range is effected based on its current hit points:
- 50 hit points or fewer: if a creature fails a Wisdom saving throw, it is charmed for one minute, until it succeeds at a Wisdom saving throw at the end of its turn, or until it takes damage
- 30 hit points or fewer: if a creature fails a Wisdom saving throw, it is charmed for one minute or until it takes damage
- 10 hit points or fewer: The creature follows your commands as if affected by dominate monster for one minute.
Ok, I love sacred flame for DnD 5e. Let’s make this in Dungeon World!
Light of the Lord LEVEL 1
You channel a piece of your god’s aura into light from your holy symbol to shine like a ray on your enemies. Deal 1d6 damage to one target.
I like elf clerics. Let’s add them to Dungeon World!
Your faith is ancient. When you commune, you are granted a special version of Revelation as a rote that you can use only to learn the history of the current place you are in.
Keeping with our anti-giant theme, here is our cleric domain-the Disciple of David!
Disciple of David
Some heroes of old guide clerics almost as much as the gods you both follow. You’ve chosen to follow an old hero who teaches that no matter how small you may be, you can stand tall against the odds.
|Table: Disciple of David Domain Spells
||true strike, shield of faith
||enhance ability, enlarge/reduce
||haste, spirit guardians
||guardians of faith, banishment
||dispel good and evil, hold monster
Disciple of the Wise
While your chosen saint was young, he was a man of action. When he was older, he was known for his Wisdom. When you choose this domain at 1st level, you gain a +2 bonus to Wisdom, to a maximum of 20.
Channel Divinity: Divine Strike Guidance
Starting at 2nd level, you can use your Channel Divinity to ask your saint to guide your allies strikes.
As an action, you present your holy symbol and evoke the god’s to aid your allies.
Choose a number of creatures equal to your Wisdom modifier within 30 feet of you, and those creatures gain advantage on their next attack.
Beginning at 6th level, any ally you target with a spell gains a bonus to their defense equal to your Wisdom modifier for one turn.
Bend the Knee
At 8th level, you learn from your patron the secrets of fighting the tall. Any spell you cast that does damage or weapon attack on a giant deals extra damage equal to your level.
Starting at 17th level, you have mastered the art of fighting giants. When you cast a spell or make an attack against a giant, you always have advantage on the strike. Giants always have disadvantage on saving throws against your spells as well.
Let’s keep these class feats going with the Cleric!
You are a conduit to your god and rewarded by that connection. Gain the following benefits:
- Increase your wisdom by 1 to a maximum of 20.
- Gain one extra use of Channel Divinity after each rest.