Base Class: Cleric
A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons.
Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the Domain of Magic, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any wizard, but they blend their arcane study with religious devotion.
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.
Domain Spells
1st-level Magic Domain feature
You gain domain spells at the cleric levels listed in the Magic Domain Spells table. See the Divine Domain class feature for how domain spells work.
In addition your deity allows you to prepare spells from the wizard class. When your Spellcasting feature lets you learn or replace a cleric cantrip or a cleric spell of 1st level or higher, you can choose the new spell from the cleric spell list or the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a cleric spell for you.
Magic Domain Spells
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5th |
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9th |
Arcane Scholar
1st-level Magic Domain feature
Intelligence is your spellcasting ability for your cleric spells instead of wisdom. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. When you prepare spells, choose a number of cleric spells equal to your Intelligence modifier + your cleric level (minimum of one spell) instead of wisdom.
You gain expertise in the Arcana skill and advantage on checks with that skill, you are able to use any arcane focus a wizard can use as your holy symbol, and you can attune to any magic item that requires attunement by a wizard.
Arcane Recovery
1st-level Magic Domain feature
You have learned to regain some of your magical energy by praying to your deity. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your cleric level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level cleric, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Magic Resistance
1st-level Magic Domain feature
You have advantage on saving throws against spells and magical effects.
Channel Divinity: Spell Mastery
2nd-level Magic Domain feature
When you cast a spell of 3rd-level or lower, you can present your holy symbol, and cast that spell without expanding a spell slot.
Spell Savant
2nd-level Magic Domain feature
When you cast a cleric or wizard spell you can cast the spell without material components of up to 500 gp value.
Greater Magic Resistance
6th-level Magic Domain feature
You are unaffected by any spells or magical effects that you succeed on saving throws of unless you choose to be effected by them.
Empowered Spellcasting
8th-level Magic Domain feature
You add your Intelligence modifier to your cleric spell attacks, cleric spell save DC, and the damage you deal with any cleric cantrip.
Supreme Magic Resistance
17th-level Magic Domain feature
You automatically succeed on saving throws against all spells of 6th level or lower and magical effects unless you choose to be effected by them and are resistant to all damage from all spells, magical weapons, and magical effects.
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10/15/2025 9:18:16 AM
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