Arcana Domain

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.
  For certain gods of the Arcana Domain, the vast realm of magical knowledge is not only a gift but a profound responsibility. They recognize that the secrets of magic can be both constructive and destructive, shaping the world in countless ways. To them, the understanding of magic becomes a tool for careful manipulation and stewardship over the intricate balance of existence.
  Conversely, other deities of the Arcana Domain view magic as a raw, unbridled force of power that transcends traditional boundaries. To them, magic is a means to an end, a versatile tool to be harnessed according to the will of 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.
  A common thread among the gods of the Arcana Domain is their close association with knowledge. They 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. This alignment of knowledge and magic elevates the Arcana Domain cleric to a unique status, as they bridge the gap between the intellectual pursuit of truth and the mystical art of spellcasting.
  Whether as stewards of the balance between creation and destruction, or as wielders of raw arcane power, these deities bring depth and complexity to the multiverse’s understanding of magic and its place in the grand scheme of existence.

Domain Spells

1st-Level Cleric (Arcana Domain) Feature
  You gain the following spells at the listed cleric levels as domain spells.
Cleric LevelSpells
1stDetect Magic, Magic Missile
3rdMagic Weapon, Arcanist's Magic Aura
5thDispel Magic, Magic Circle
7thArcane Eye, Secret Chest
9thPlanar Binding, Teleportation Circle

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 cantrips 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.
  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 its challenge rating 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 restore hit points to a creature 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 tor lower than the level of the spell slot you use to cast the healing spell.
 

Potent Spellcasting

8th-Level Cleric (Arcana Domain) Feature
  You add your Wisdom modifier to the damage you deal with any cleric cantrip you cast.
 

Arcane Mastery

17th-Level Cleric (Arcana Domain) Feature
  You choose four spells 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 your other domain spells, they are always prepared and count as cleric spells of the domain of All for you. You ignore the Rare tag of spells when choosing spells in this way.
 

Deities of the Arcana Domain


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