Cleric
Base Class: Cleric

You pray to a God of Magic, not to simply give you magic, but instead to change magic itself to fit your needs.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with Arcana

Divine Recovery

Also starting at 1st level, 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 wizard level (rounded up) and none of the slots can be 6th level or higher.

Channel Divinity: Boost Spell

Starting at 2nd level, you can use your Channel Divinity to Boost a spell slot one level.  You can do this even if the new spell slot is too  high for you to cast without this ability.  Note, you can not use this ability multiple times on the same spell.

The spell in question must have an "At Higher Levels." paragraph.  

As a bonus action, you present your holy symbol and evoke magical energy just before casting the spell.    A 2nd level cleric, for example, can use this ability to cast Guiding Bolt as if they were using a 2nd level spell slot, doing 5d6 damage, rather than 4d6.    

Metamagic Spell

Beginning at 6th level, the spells you gain the ability to twist your spells to suit your needs.  You gain two of the following metamagic options.   You can use only one metamagic option on a spell when you cast it, unless otherwise noted.  You can do this at number of times equal to your Wisdom Bonus until you short rest.

 

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force.  To do so, choose a number of those creatures up to your Wisdom Modifier, (minimum of one creature).  A Chosen creature automatically succeeds on it's saving throw against the spell.

 

Distant Spell

When you cast a spell that has a range of 5 ft or greater, double the range of that spell.  When you cast a spell that has a range of touch, you can make the range of the spell 30 ft.

Empowered Spell

When you rol damage for a spell you can re-roll a number of the damage dice up to your wisdom modifier.  (Minimum of one).  You must use the new rolls.  You can use Empowered Spell even if you have already used a different metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can double it's duration to a maximum of 24 hours.

Subtle Spell

When you cast a spell you can cast it without any somatic or verbal components.

Adroit Spellcasting

At 8th level, your highly skilled crafting of spells are much hard to avoid.  Add a +2 adroit bonus when determining spell DC. For example, at 8th level a cleric with a 18 Wisdom would have a DC of 8+3(proficiency)+2(adroit)+4 (wisdom)= 16.

Magical Cunning

Starting at 17th level, your connection to magic protects you.   You have advantage on all Constitution,  Dexterity, or Wisdom Saving Throws against magic.  Note, if you are a gnome, your Gnome Cunning means you already had advantage on Wisdom saving throws, you do not gain any benefit from having it twice.

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