Cleric
Base Class: Cleric

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana Domain know the secrets and potential of magic intimately.

The Arcana Domain is associated with gods of knowledge, as learning and arcane power tend to go hand-in-hand. 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.

Arcane Initiate

When you choose this domain at 1st level, you gain two cantrips of your choice from the wizard spell list. These cantrips count as cleric cantrips for you, but they don’t count against the number of cleric cantrips you know.

You also gain proficiency in the Arcana skill. Your proficiency bonus is doubled for any ability check you make that uses this skill.

Arcana Domain Spells

CLERIC LEVEL SPELLS
1st detect magic, magic missile
3rd arcanist's magic aura, magic weapon
5th counterspell, dispel magic
7th arcane eye, private sanctum
9th arcane hand, teleportation circle

Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to ward against magical energy.

As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Wisdom modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on saving throws against spells and other magical effects.

Spell Breaker

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Arcane Adept

Also at 6th level, you learn two spells from the wizard spell list. A spell you choose must be a cantrip or a spell for which you have spell slots, as shown on the Cleric table. The chosen spells are always prepared and count as cleric spells for you.

Whenever you gain a Cleric level, you can replace one of these spells with another spell that meets the requirements above.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Arcane Mastery

At 17th level, you add four wizard spells of your choice to your list of domain spells, one from each of the following levels: 6th, 7th, 8th, and 9th. Like your other domain spells, the chosen spells are always prepared and count as cleric spells for you.

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