How to Play as Princess Zelda in DnD 5e (Version 2.0)
I’ve made a build of Princess Zelda before, but I’ve improved as a player and DM since last, and I’m eager to give this a second chance. I’ve also decided that since Zelda and Shiek are separate characters in Smash, this rebuild of Zelda is omitting Shiek from her build. Frankly, Shiek should have been omitted last time too, which is why I’m retooling Zelda’s build. So, let’s delve back into the powers and abilities of Princess Zelda and see if we can’t build her better than before.
For Race, Zelda is a Hylian, which seem perfect as High Elves. You get +2 Dex and +1 INT. However, the Eladrin Elf gets something very useful. The automatic ability to Fey Step. Considering you only get 1 teleportation spell until you unlock 5th level spells, this is a very useful racial feature for increasing your teleportation ability. So, you can choose either the Eladrin Elf for the built in Fey Step, or you can choose High Elf for more useful stats.
For alignment, Zelda is the embodiment of lawfulness in Hyrule, and the Triforce of Wisdom gives her the decision-making knowledge to rule wisely and justly. So, she’ll work nicely as Lawful Good.
For a Background, the top contenders are either Noble if you want proficiency in History and Persuasion, or an Acolyte for proficiency in Insight and Religion.
Gifts of the Goddesses
In Super Smash Bros., Zelda’s moveset is comprised of gifts from the three goddesses of Hyrule: Din, Nayru, and Farore. Din’s Fire creates a small sphere of fire that builds up and deals damage on a hit. Nayru’s Love creates a jewel-shaped shield around Zelda that not only protects her from harm, but can also reflect projectile attacks back, and harms opponents that get too close. Finally, Farore’s Wind lets her teleport. If an opponent is standing where she lands, she deals damage to that opponent.
Din’s Fire (Fire Damage)
Create Bonfire (Artificer, Druid, Sorcerer, Warlock, Wizard)
Firebolt (Artificer, Sorcerer, Wizard)
Sacred Flame (Cleric, Paladin)
Burning Hands (Sorcerer, Wizard, Light Cleric, Fiend Warlock)
Aganazzar’s Scorcher (Sorcerer, Wizard)
Flaming Sphere (Druid, Sorcerer, Wizard, Alchemist Artificer, Light Cleric, Clestial Warlock)
Scorching Ray (Sorcerer, Wizard, Light Cleric, Wildfire Druid, Fiend Warlock, Artillerist Artificer)
Fireball (Sorcerer, Wizard, Light Cleric, Wildfire Druid, Fiend Warlock, Artillerist Artificer)
Flame Strike (Cleric, Wildfire Druid, Paladin, Celestial Warlock, Fiend Warlock)
Immolation (Druid, Sorcerer, Wizard)
Investiture of Flame (Druid, Sorcerer, Warlock, Wizard)
Delayed Blast Fireball (Sorcerer, Wizard)
Firestorm (Cleric, Druid, Sorcerer)
Incendiary Cloud (Druid, Sorcerer, Wizard)
Nayru’s Love (Warding)
Mage Armor (Sorcerer, Wizard, Warlock: Armor of Shadows)
Shield (Sorcerer, Wizard, Artillerist Artificer, Battle Smith Artificer, Hexblade Warlock)
Shield of Faith (Cleric, Paladin)
Warding Bond (Cleric, Paladin, Ranger, Battle Smith Artificer)
Protection from Energy (Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard, Ancients Paladin, Heroism Paladin, Vengeance Paladin, Noble Genie Warlock)
Otiluke’s Resilient Sphere (Wizard)
Wall of Force (Wizard, Artillerist Artificer, Redemption Paladin)
Globe of Invulnerability (Sorcerer, Wizard)
Investiture of Wind (Druid, Sorcerer, Warlock, Wizard)
Invulnerability (Wizard)
Farore’s Wind (Teleportation)
Fey Step (Elf Racial Feat, Eladrin Elf Feature)
Misty Step (Sorcerer, Warlock, Wizard, Coast Land Druid, Ancients Paladin, Vengeance Paladin)
Far Step (Sorcerer, Warlock, Wizard)
Teleportation Circle (Bard, Sorcerer, Warlock, Wizard, Arcana Cleric)
Arcane Gate (Sorcerer, Warlock, Wizard)
Word of Recall (Cleric)
Teleport (Bard, Sorcerer, Wizard)
Gate (Cleric, Sorcerer, Warlock, Wizard)
Phantom Knight (Summoning)
Guardian of Faith (Cleric, Crown Paladin, Devotion Paladin, Celestial Warlock)
Smash Ultimate (Banishment)
Banishment (Cleric, Paladin, Sorcerer, Warlock, Wizard)
Triforce of Wisdom
The Triforce imparted by the goddess Nayru carries with it unique abilities including the power to heal, telepathic communication, magical disguises, and protects the bearer from certain conditions. The Triforce also makes whoever holds it wise, better at making decisions, and possibly gives them the divine right to rule Hyrule.
The Right to Rule (Control)
Command (Bard, Cleric, Paladin, Fiend Warlock)
Hold Person (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Conquest Paladin, Redemption Paladin, Vengeance Paladin)
Zone of Truth (Bard, Cleric, Paladin)
Hold Monster (Bard, Sorcerer, Warlock, Wizard, War Cleric, Redemption Paladin, Watchers Paladin)
Forbiddance (Cleric)
Wit Beyond Measure (Foreknowledge)
Detect Evil and Good (Cleric, Paladin)
Detect Magic (Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Warlock: Eldritch Sight)
Identify (Artificer, Bard, Wizard, Knowledge Cleric, Forge Cleric)
Detect Thoughts (Bard, Sorcerer, Wizard, Great Old One Warlock)
Locate Animals and Plants (Bard, Druid, Ranger)
Locate Object (Bard, Cleric, Druid, Paladin, Ranger, Wizard)
See Invisible (Artificer, Bard, Sorcerer, Wizard)
Locate Creature (Bard, Cleric, Druid, Paladin, Ranger, Wizard)
Commune (Cleric, Devotion Paladin, Heroism Paladin)
Legend Lore (Bard, Cleric, Wizard, Undying Warlock)
Contingency (Wizard)
True Seeing (Bard, Cleric, Sorcerer, Warlock, Wizard)
Foresight (Bard, Druid, Sorcerer, Warlock, Wizard)
Sheik and Tetra (Deception)
Disguise Self (Artificer, Bard, Sorcerer, Wizard, Trickery Cleric, Warlock: Mask of Many Faces)
Mercy of the Gods (Healing)
Spare the Dying (Artificer, Cleric)
Cure Wounds (Artificer, Bard, Cleric, Druid, Paladin, Ranger, Celestial Warlock)
Healing Word (Bard, Cleric, Druid, Alchemist Artificer)
Prayer of Healing (Cleric)
Aura of Vitality (Cleric, Druid, Paladin)
Life Transference (Cleric, Warlock, Wizard)
Mass Healing Word (Bard, Cleric, Alchemist Artificer)
Revivify (Artificer, Cleric, Druid, Paladin, Ranger, Celestial Warlock)
Aura of Life (Cleric, Paladin)
Greater Restoration (Artificer, Bard, Cleric, Druid, Ranger, Celestial Warlock)
Mass Cure Wounds (Bard, Cleric, Druid, Battle Smith Artificer)
Reincarnate (Druid)
Heal (Cleric, Druid)
Resurrection (Bard, Cleric)
Mass Heal (Cleric)
Power Word Heal (Bard, Cleric, Druid)
True Resurrection (Cleric, Druid)
Mind over Matter (Communication)
Telepathic (feat)
Message (Artificer, Bard, Sorcerer, Wizard)
Sending (Bard, Cleric, Wizard, Great Old One Warlock)
Rary’s Telepathic Bond (Bard, Wizard)
Telepathy (Wizard)
Class
Theurgy Wizard
After evaluating the spell list, with only the Druid exclusive outlier of Reincarnation, every other spell easily falls into either the Cleric or Wizard spell list, meaning that the best option for Zelda’s class is actually a Theurgy Wizard. Last time, I chose the Divine Soul Sorcerer because the Theurgy Wizard never got past the UA stage and isn’t official. However, upon reexamination, I’ve decided that I don’t care. Theurgy Wizard is the best subclass you can choose for Princess Zelda. Sure, you’re still not casting with Wisdom, but now you’re casting with Intelligence, which is much closer than Charisma, and is still a mental stat.
Stats and Proficiencies
In order to be a powerful castor, we’ll want a maxed out Intelligence stat. As a squishy Wizard, our Theurgy will save us somewhat by giving us healing spells, but we still want a maxed out Constitution because dying isn’t very fun. While it might not be maxed out because we don’t need it for casting, we can still put some points into Wisdom for character authenticity, since Zelda is the Wise Queen archetype. Dexterity is helpful in improving our AC, but Shiek is more flexible than Zelda, and Zelda is only that flexible in Ocarina of Time. No other version of her is that trained in ninja tricks. Charisma will make us better at appealing to people, but doesn’t need to be that high, while Strength is utterly unnecessary and can be dumped.
Name: Princess Zelda
Race: High Elf
Background: Noble
Alignment: Lawful Good
Class: Light Domain Theurgy Wizard (20)
Base Stats:
Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 20 (+5)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 10 (0)
Saving Throws:
Strength: -1
Dexterity: +2
Constitution: +5
Intelligence: +11
Wisdom: +8
Charisma: 0
Combat Stats:
HP: 180
AC: 12
Speed: 30
Initiative: +2
Proficiency Bonus: +6
Passive Perception: 18
Dark Vision: 0 feet
Proficiencies and Expertise:
Insight
History
Perception
Persuasion
Religion
Skills:
Acrobatics: +2 Medicine: +2
Animal Handling: +2 Nature: +5
Arcana: +5 Perception: +8
Athletics: -1 Performance: 0
Deception: 0 Persuasion: +6
History: +11 Religion: +11
Insight: +8 Sleight of Hand: +2
Intimidation: 0 Stealth: +2
Investigation: +5 Survival: +2
Spell Slots
1st (4)
2nd (3)
3rd (3)
4th (3)
5th (3)
6th (2)
7th (2)
8th (1)
9th (1)
Zelda’s Spellbook
Cantrips 3rd Level 6th Level
Firebolt Aura of Vitality Contingency
Light Beacon of Hope Globe of Invulnerability
Message Daylight Heal
Sacred Flame Fireball Sunbeam
Spare the Dying Life Transference True Seeing
Word of Radiance Protection from Energy 7th Level
1st Level Revifify Resurrection
Burning Hands 4th Level Teleport
Command Aura of Life 8th Level
Cure Wounds Banishment Holy Aura
Detect Magic Divination Sunburst
Disguise Self Guardian of Faith 9th Level
Faerie Fire Otiluke’s Resilient Sphere Invulnerability
Guiding Bolt Wall of Fire
Mage Armor 5th Level
Shield Commune
2nd Level Dawn
Aganazzar’s Scorcher Far Step
Flaming Sphere Flame Strike
Hold Person Legend Lore
Misty Step Mass Cure Wounds
Scorching Ray Wall of Light
Actions:
Arcane Recovery. Recover up to 10 level 5 or lower spell slots on a short rest.
Features:
Arcane Acolyte. Gain access to 1st level domain features.
Warding Flare. Impose disadvantage on attacking creatures by WIS mod.
Arcane Initiate. You can replace Wizard spells with Cleric spells.
Arcane High Priest. Gain access to 17th level domain features.
Corona of Light. When you emit a bright light, enemies roll throws at disadvantage against Fire and Radiant spells.
Arcane Priest. Gain access to 6th level domain features.
Improved Flare. Use Warding Flare for another creature within 30 feet of you.
Channel Arcana. Select one of the following to envoke
Divine Arcana. Your next spell gets +2 on any attack roll or DC.
Radiance of the Dawn. Dispel magical darkness and deal radiant damage.
Divine Inspiration. Choose a Cleric Domain to study
Light Domain
Fey Ancestry. Resist charms and immune to magical sleep.
Position of Privilege. You are welcome in high society, commoners go out of their way to make your comfortable, and you can get an audience with nobles.
Signature Spells. Cast Fireball and Aura of Vitality once per rest without slots.
Spell Mastery. Cast Cure Wounds and Misty Step without using spell slots.
Since this is my second time building Zelda, I hope it’s an improvement over the original. It’s still disappointing that she can’t cast with Wisdom, but it simply decimates her spell list to deny Zelda the ability to cast Wizard spells. Hopefully, the ability to cast with Intelligence is at least closer to her Triforce of Wisdom than the original build, which had her casting with Charisma.
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