Arcana Domain

Source: Elaris Unbroken

The essence of magic, a force that both shapes and reshapes reality, is at the core of their divine power. The deities who govern the Arcana Domain are intimately attuned to the essence of magic, each harboring their own perspective on how to wield its power. Some deities of the Arcana domain see magic not only as a gift but a profound responsibility, seeing its secrets as both constructive and destructive. To them, the understanding of magic becomes a tool for careful manipulation and stewardship of the world. Conversely, other deities of the Arcana Domain view magic as a raw, unbridled force of power that transcends traditional boundaries. To them, magic is simply a means to an end, a versatile tool to be harnessed by the wielder. These deities might encourage their followers to explore magic’s limitless potential, embracing both the light and darkness that come with its mastery.   Regardless, these deities are patrons of scholars, wizards, and seekers of arcane truths. The symbiotic relationship between learning and magic is evident in their divine domain, where the pursuit of wisdom is intertwined with the mastery of spells.

Domain Spells

1st-Level Cleric (Arcana Domain) Feature
Cleric LevelSpell
1stIdentify
3rdArcanist's Magic Aura
5thDispel Magic
7thArcane Eye
9thSpell Resistance
11thAnalyze Dweomer
13thSpell Turning
15thAntimagic Field
17thMage's Disjunction

Arcane Initiate

1st-Level Cleric (Arcana Domain) Feature   You gain Proficiency in the Arcana skill, and you gain two cantrips of your choice from the Wizard spell list. For you, these count as Cleric cantrips and are Divine spells.

Channel Divinity: Arcane Abjuration

2nd-Level Cleric (Arcana Domain) Feature   As an Action, you present your holy or unholy 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 movement in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.   When you reach 5th Level, when a creature fails its Saving Throw against your Arcane Abjuration, the creature is instead Banished for 1 minute (as per the Banishment spell, no Concentration required) if it has the Extraplanar Subtype and its CR is at or below a certain threshold, as shown on the Arcane Banishment table.
Cleric LevelBanishes Creatures of CR…
5th1/2 or lower
8th1 or lower
11th2 or lower
14th3 or lower
17th4 or lower

Spell Breaker

6th-Level Cleric (Arcana Domain) Feature   When you affect a creature with a Healing 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 or lower than the level of the spell slot you use to cast the Healing spell.

Arcane Mastery

18th-Level Cleric (Arcana Domain) Feature   Choose four spells of your choice from the Wizard spell list, one from each of the following levels or lower: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like other domain spells, they are always prepared and count as Cleric spells for you. You ignore the Rare descriptor of spells when choosing spells in this way.

Deities of the Arcana Domain