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. 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.
Level 3: Arcana Domain Spells
| Cleric Level | Spells |
|---|---|
| 3rd | Detect Magic, Magic Missile, Magic Weapon, Nystul’s Magic Aura |
| 5th | Counterspell, Dispel Magic |
| 7th | Arcane Eye, Leomund’s Secret Chest |
| 9th | Bigby’s Hand, Teleportation Circle |
Level 3: Arcane Initiate
You gain the following benefits:
Arcane Knowledge. You gain proficiency in the Arcana skill if you don’t already have it, and you also gain Expertise in the Arcana skill.
Cantrips. You learn two Wizard cantrips of your choice. Whenever you gain a level in this class, you can replace one of these cantrips with another Wizard cantrip of your choice. For you, these cantrips count as cleric cantrips.
Level 3: Modify Magic
You can use your Channel Divinity to alter the flow of your spells as you cast them. When you cast a spell, you may expend one use of your Channel Divinity to change the spell in one of the following ways (no action required):
Fortifying Spell. One target of the spell gains Temporary Hit Points equal to 2d8 + 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 subtract the number rolled from that target’s saving throw.
Level 6: Dispelling Recovery
Immediately after you cast a spell using a spell slot that either restores Hit Points to a creature or ends a condition affecting it, you can cast Dispel Magic on that creature as a Bonus Action, without expending a spell slot.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 17: Arcane Mastery
You learn four Wizard spells—one each of 6th, 7th, 8th, and 9th level. You always have these spells prepared, and they count as cleric spells for you.
Whenever you gain a level in this class, you can replace one of these spells with another Wizard spell of the same level.







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