Base Class: Cleric
Even the gods pull their magic from somewhere or something, as none of them control magic itself, they instead attempt to restrict its flow to mortals, applying strange laws and rules upon how it can be used and to what degree. Clerics of this domain view magic, much like druids view nature and the elements, and they seek to connect with magic in its rawest form, using it in much the same way, yet able to touch the arcane, divine, and primal magics equally. Whether their powers come from the source of magic or from the strengths of their beliefs and convictions, no one can deny that they wield their magic very well.
Domain Spells
Magic Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Detect Magic, Identify |
| 3rd | Arcanist's Magic Aura, Magic Weapon |
| 5th | Counterspell, Magic Circle |
| 7th | Arcane Eye, Resilient Sphere |
| 9th | Hold Monster, Teleportation Circle |
Weapon Proficiencies and Armor.
You gain proficiency in martial weapons. Clerics of this domain do not wear armor or use shields, as it restricts their ability to connect with the true source of magic itself. While wearing any armor or using a shield, they can not cast spells other than cantrips, nor can they cast spells while armored or using a shield when multiclassing.
Knowledge of the Source
You gain proficiency in the Arcana skill and may use your Wisdom modifier instead of your Intelligence modifier on all Arcana skill checks. You also learn three cantrips of your choice from the cleric, druid or wizard spell lists. These count as cleric cantrips for you and do not count toward your number of cantrips known.
Additionally, you may prepare spells from the cleric, druid, and wizard spell lists. Spells prepared in this way count as cleric spells for you.
Channel Divinity: Conduit for the Source
Starting at 2nd level, you can use your Channel Divinity to become a conduit of raw magical power from the source, increasing your spell attack modifier and the DC of your spell saves by +1 for one minute. This bonus increases to +2 at 10th level in this class, and to +3 at 17th level in this class.
Power of the Source
When counterspell or dispel magic are used against you, the spells you cast are considered to be 1 level higher, and spellcasting ability rolls made to counter or dispel your spells, have a DC 2 higher than normal.
When you cast the counterspell or dispel magic spells, they are considered to be cast at 1 level higher than the spell slot you use, and spellcasting ability rolls you make using these spells are made at advantage.
Magic Smite
Starting at 8th level, you are blessed with arcane might in battle. When you deal damage with a weapon attack, you can also deal an additional 1d8 damage of any type that you choose with that attack. Once you deal this damage, you can’t use this feature again until the start of your next turn. When the cleric reaches 14th level, the extra damage increases to 2d8.
One with the Source
At 17th level, you have bonded with magic itself and gained a touch of immortality. You no longer require food, water, or sleep, although you still require 4 hours of rest to benefit from finishing a long rest or to reduce any levels of exhaustion.
Additionally, you age at a slower rate. For every 20 years that pass, your body ages only 1 year, and you are immune to being magically aged.
You can choose four spells from the cleric, druid or wizard spell lists. Like your domain spells, these spells are always considered prepared and count as cleric spells for you.
Previous Versions
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