Cleric
Base Class: Cleric

Magic suffuses the multiverse and fuels both destruction and creation. Clerics with this domain view magical knowledge not as power to be used in pursuit of personal ends, but as a gift they have the responsibility to share.

Gods associated with the Arcana Domain know the secrets and potential of magic intimately. These gods are often connected to knowledge, as learning and arcane power tend to go hand-in-hand, or to secrecy or power.

Level 3: Arcane Initiate

You gain proficiency in the Arcana skill and 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.

Arcane Knowledge. You gain proficiency in the Arcana skill if you don’t have it already. You also gain Expertise in the Arcana skill.

Cantrips. You learn two Wizard cantrips of your choice. Whenever you gain a Cleric level, you can replace one of these these cantrips with another Wizard cantrip.

Level 3: Arcana Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Arcana Domain Spells table, you thereafter always have the listed spells prepared.

Life Domain Spells
Cleric Level Prepared Spells
3  Arcane Lock, Detect Magic, Magic Missile, Nystul's Magic Aura
5 Counterspell, Dispel Magic
7 Arcane Eye, Mordenkainen's Private Sanctum
9 Bigby's Hand, Rary's Telepathic Bond

Level 3: Modify Magic

You can use your Channel Divinity to alter your spells as you cast them. When you cast a spell, you can expend one use of your Channel Divinity and change the spell in one of the following ways (no action required).

Fortifying Spell. One target of the spell gains a number of Temporary Hit Points equal to 2d8 plus your Cleric level.

Tenacious Spell. When you cast a spell that forces a creature to make a saving throw, choose one target of the spell you can see. Roll 1d6 and apply the number rolled as a penalty to the target’s saving throw.

Level 6: Arcane Discoveries

You learn two spells of your choice from Wizard spell list. A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Cleric Features table.

You always have the chosen spells prepared, and whenever you gain a Cleric level, you can replace one of the spells with another spell that meets these requirements.

Level 17: Arcane Mastery

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.

Previous Versions

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6/28/2025 12:09:02 PM
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