Arcana Domain | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Arcana Domain


Hit Points

Hit Dice: d8 per Arcana Domain level
Hit Points at first Level: See Cleric
Hit Points at Higher Levels: See Cleric

Proficiences

Armor: See Cleric
Weapons: See Cleric
Tools: See Cleric
Saving Throws: See Cleric
Skills: See Cleric

Subclass Options

Arcana Domain Spells

Cleric Level Spells
1stDetect Magic, Magic Missile
3rdMagic Weapon, Nystul's Magic Aura
5thDispel Magic, Magic Circle
7thArcane Eye, Leomund's Secret Chest
9thPlanar Binding, Teleportation Circle
 

Arcane Initiate

At 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.  

Channel Divinity: Arcane Abjuration

  Starting at 2nd level, as an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then the creature can use the Dodge action.   After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and if its challenge rating is at or below a certain threshold, as shown below.  
Cleric LevelBanishes Creature of CR
5th1/2 or lower
8th1 or lower
11th2 or lower
143 or lower
174 or lower
 

Spell Breaker

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.  

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

Arcane Mastery

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
 


Created by

Jester-117.

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Class Features

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