Arcana Domain

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. Magical knowledge is a form of pure power, but is also a great responsibility that comes with a special understanding of the nature of reality - and the story of the world, as reflected in the manifestation of all its phenomenae and creatures. It is particularly bound up with the fey, who are each both a living expression of magic and an embodiment of some story, parable or fable.  

Arcana Domain Spells

1st / Find Familiar, Magic Missile
3rd / Nystul's Magic Aura, Fortune's Favor
5th / Dispel Magic, Counterspell
7th / Banishment, Leomund's Secret Chest
9th / Planar Binding, Teleportation Circle  

Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, or gain expertise in Arcana if you already have proficiency in it. You also 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, 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 destroyed if its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table, much like an undead creature subjected to the base cleric's Destroy Undead feature.   After you reach 8th level, if you have Turn Undead and didn't give it up for a different feature, you can elect to combine Turn Undead and Arcane Abjuration, using both at the same time for only a single use of Channel.   Cleric Level / Destroys CR
5th / 1 or lower
8th / 2 or lower
11th / 3 or lower
14th / 4 or lower
17th / 5 or lower
20th / 6 or lower  

Spell Breaker

Starting at 6th level, when you cast a spell of 1st level or higher on any target, you can also end one ongoing spell effect 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 used to cast your own spell, just as with dispel magic.  

Blessed Strikes

All Cleric characters get Blessed Strike at 8th level.   

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.

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