Cleric Domain: Arcane, Revised
Hit Points
Hit Dice: d8 per Cleric Domain: Arcane, Revised level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
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. In the
Realms, deities of this domain include Azuth and Mystra, as
well as Corellon Larethian of the elven pantheon. In other
worlds, this domain includes Hecate, Math Mathonwy, and
Isis; the triple moon gods of Solinari, Lunitari, and Nuitari
of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.
Spellcasting
Domain Spells
You gain domain spells at the cleric levels listed in the
Arcana Domain Spells table. See the Divine Domain class
feature for how domain spells work.
Arcana Domain Spells
1st detect magic, magic missile
3rd magic weapon, nystul's magic aura
5th dispel magic, magic circle
7th arcane eye, leomund's secret chest
9th planar binding, teleportation circle
Subclass Options
Arcane Initiate
When you choose this domain at 1st level, you gain
proficiency in the Arcana skill, and you learn two cantrips of
your choice from the wizard spell list. For you, these
cantrips count as cleric cantrips.
You know one 1st-level spell of your choice from the
wizard spell list, which becomes a cleric spell for you and
which you can choose as one of your prepared spells. You
must otherwise obey all the restrictions for selecting the
spell. You learn one additional spell from the wizard spell
list this way every time you level up, up to 10th level. Each
of these spells must be of a level for which you have spell
slots. For instance, when you reach 3rd level in this class,
you can learn one new spell of 1st or 2nd level. From 10th
level on, when you gain a level in this class, you can choose
one of these wizard spells you know and replace it with
another spell from the wizard spell list. It must be a 5th
level or lower spell.
Divine Recovery
From 1st level, you can regain some of your magical energy
by calling upon your deity for guidance. Once per day when
you finish a short rest, you can choose expended spell slots
to recover. The spell slots can have a combined level that is
equal to or less than half your cleric level (rounded up), and
none of the slots can be 6th level or higher.
For example, if you’re a 4th-level cleric, you can recover up
to two levels worth of spell slots. You can recover either a
2nd-level spell slot or two 1st-level spell slots.
Channel Divinity: Arcane Abjuration
Starting at 2nd 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 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.
Arcane Banishment
Cleric Level Banishes Creatures of 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 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. You automatically know
which spells (if any) are affecting friendly creatures that you
can see, as well as the level of those spells.
In addition, when you restore hit points to an ally with a
spell of 1st level or higher, that ally can also immediately
make a saving throw against one effect on itself, ending the
effect on a success. The DC and saving throw type are
determined by the effect (or by your DM).
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. They are
always prepared and count as cleric spells for you.
When you cast a 1st level or higher spell that deals
damage, you can add your Wisdom modifier to one damage
roll of that spell.
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