Cleric
Base Class: Cleric

The magic domain can be made available to any god with arcane magic as a part of their portfolio.  Clerics who select this domain do not have access to a Domain Spell List.  Instead, they receive training in the arcane arts.  They possess spellbooks and prepare spells as wizards do, use sorcery points to create arcane spell slots, and as they gain experience, they learn to channel the divine energy of their patron deity to convert clerical spell slots into arcane.  

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with the Arcana skill. If another source gives you proficiency in Arcana, you may instead gain proficiency in another skill of your choice. 

 

Wizardry

Bonus Cantrip: Starting at 1st level, you gain two additional cantrips from the Wizard's Spell List.  As you gain levels as a Cleric, when you gain access to additional cantrips, you may select them from either the Cleric or the Wizard spell list. 

Spellbook: Starting at 1st level, you possess a spellbook that contains four spells from the Wizard's Spell List. After a long rest, you can prepare a number of spells so they will be available for you to cast. To do so, choose a number of spells from your spellbook equal to your Wisdom modifier + your Cleric level (minimum of 1). To cast an arcane spell, you must expend an arcane spell slot equal to or greater than the level of the spell you wish to cast.

Ritual Magic: You may cast a wizard spell as a ritual if it has the ritual tag and you have the spell in your spellbook.  You need not have the spell prepared as long as you have access to your spellbook while casting the ritual. 

Additional Spells: Each time you gain a level as a cleric, you may add two additional spells to your spellbook from the wizard's spell list. These new spells must be of a spell level equal or less than the highest level cleric spell you can cast.  For example, as a 5th level cleric, the highest level spell you can add to your spellbook is 3rd level. 

As a Cleric, you inherently possess no arcane spell slots. In order to gain arcane spell slots, you must use your Sorcery class feature.  You do not gain the Sorcery feature until 2nd Level, so the only arcane spells you are able to cast as a 1st level Cleric are cantrips and ritual spells since neither require the expenditure of an arcane spell slot. 

Wisdom is your spellcasting ability for your Wizard spells. Use your Wisdom whenever a spell refers to your spellcasting ability.  

Your Spell Save DC = 8 + your proficiency bonus + wis modifier.

Your Spell Attack Modifier = your proficiency bonus + wis modifier.

Sorcery

Starting at 2nd Level, you gain 2 Sorcery Points and acquire an additional point each time you gain a level as a Cleric.

As a bonus action, you can spend Sorcery Points to create arcane spell slots: A First Level arcane spell slot costs 2 Sorcery Points; a Second Level arcane spell slot costs 3 Sorcery Points; a Third Level arcane spell slot costs 5 Sorcery Points; a Fourth Level arcane spell slot costs 7 Sorcery Points; a Fifth Level arcane spell slot costs 9 Sorcery Points; a Sixth Level arcane spell slot costs 11 Sorcery Points; a Seventh Level arcane spell slot costs 14 Sorcery Points, and a Ninth Level arcane spell slot costs 17 Sorcery Points.

The number of Sorcery Points you can have at any given time cannot exceed your class level.

You regain all spent Sorcery Points after you finish a long rest. 

Channel Divinity: Convert Spell Slot

Beginning at  6th Level,  as a bonus action, you may use your Channel Divinity ability to convert a Cleric spell slot into Sorcery Points. The number of Sorcery Points you gain is equal to the level of the spell slot expended.

  

Raw Magic Infusion

At 8th level, you gain the ability to infuse your spells with raw divine energy or arcane energy. Once on each of your turns when you hit a creature with a spell attack, you can cause the attack to deal an extra 1d8 radiant or force damage to the target (choose one at the time of casting). When you reach 14th level, the extra damage increases to 2d8.

Craft Spell

Starting at 17th level, as an Action, you can spontaneously craft a magical effect that mimics the effects of any other spell that is 8th level or lower. You need not meet the requirements for the spell, including any costly spell components. Using this ability does not expend any spell slots --  the spell simply takes effect. 

You cannot do so again until after finishing a long rest.

 

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