Base Class: Cleric
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcane domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.
This subclass is a second take on the Arcana domain for clerics, granting the player the opportunity to experience a deity-based caster who can fulfill the archetype of a wise, faithful wizard.
Arcane Domain Spell List
You gain the following spells at the level specified. The spells you gain from this feature don't count against the number of spells you can prepare. Any spell in this list that is not a cleric spell nonetheless counts as a cleric spell for you and uses your spellcasting ability modifier.
1st. Detect Magic, Magic Missile
3rd. Magic Weapon, Nystul’s Magic Aura
5th. Dispel Magic, Galder’s Tower
7th. Arcane Eye, Mordenkainen’s Private Sanctum
9th. Conjure Elemental, Teleportation Circle
Divine Arcana
When you choose this domain at 1st level, you gain proficiency in the Arcana and Religion skills.
In addition, your deity grants you divine knowledge of the weave, allowing you to cast arcane spells when you prepare them using this feature.
When you prepare your spells each day, you can prepare a limited number of spells and cantrips from the wizard spell list. You can choose up to 3 wizard cantrips, and you can choose a number of spells up to your Wisdom modifier (minimum 1).
These spells and cantrips count as cleric spells for you, but do not count against the number of cleric spells you can prepare. The spells you prepare using this feature can’t be of a level higher than the highest level cleric spell you can prepare.
For example, a 1st-level cleric with a Wisdom modifier of +3 can prepare up to 3 cantrips and 3 spells.
Channel Divinity: Arcane Vision
Beginning at 2nd level your connection to the weave manifests itself in your Channel Divinity. You gain the following option:
Arcane Vision. As an action you experience a glimpse of the weave that rejuvenates you. Choose a number of expended spell slots with a cumulative slot level no higher than your proficiency bonus. You recover those spell slots.
Channel Divinity: Arcane Divination
At 6th level your deity grants you the ability to connect your memories to the weave, allowing you to seamlessly exchange knowledge of some spells for that of others.
You gain the following option:
Arcane Divination. Choose a willing creature within 30ft. of you that you can see. If that creature has the ability to prepare spells, they may choose any number of spells they have prepared up to your proficiency bonus. They may then forget those spells and choose 1 new spell for each spell forgotten this way. If you target yourself, you can’t use this feature to exceed the number of wizard spells granted to you by Divine Arcana.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Arcane Conduit
At 17th level your deity allows you to tap directly into the weave to achieve impossible feats.
When you succeed on an attempt at Divine Intervention you can choose to instead cast the Wish spell without expending a spell slot.
This casting of the Wish spell must replicate a spell of 8th level or lower, or use one of the default options described in the spell.







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