Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit. The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand.
Deities of this domain include Correllon, Ioun, and Sehanine.
Arcana Domain Spells
Cleric Level |
Spells |
1st |
Detect Magic, Magic Missile |
3rd |
Magic Weapon, Magic Aura |
5th |
Dispel Magic, Magic Circle |
7th |
Arcane Eye, Secret Chest |
9th |
Planar Binding, Teleportation Circle |
Arcane Initiate
When you choose this domain at 1
st 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 2
nd level, you can use your Channel Divinity to abjure otherworldly creatures.
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 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 5
th 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.
Arcane Banishment
Cleric Level |
Banishes CR ... |
5th |
1/2 or lower |
8th |
1 or lower |
11th |
2 or lower |
14th |
3 or lower |
17th |
4 or lower |
Spell Breaker
Starting at 6
th level, when you restore hit points to an ally with a spell of 1
st 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.
Divine Empowerment
At 8
th level, you gain one of the following features of your choice:
- Potent Spellcasting: You add your Wisdom modifier to the damage you deal with any cleric cantrip.
- Divine Strike: You gain the ability to infuse your weapon strikes with arcane energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Arcane Mastery
At 17
th level, you choose four spells from the wizard spell list, one from each of the following levels: 6
th, 7
th, 8
th, and 9
th. 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.
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