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.
3rd / Nystul's Magic Aura, Fortune's Favor
5th / Dispel Magic, Counterspell
7th / Banishment, Leomund's Secret Chest
9th / Planar Binding, Teleportation Circle
5th / 1 or lower
8th / 2 or lower
11th / 3 or lower
14th / 4 or lower
17th / 5 or lower
20th / 6 or lower
Arcana Domain Spells
1st / Find Familiar, Magic Missile3rd / 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 CR5th / 1 or lower
8th / 2 or lower
11th / 3 or lower
14th / 4 or lower
17th / 5 or lower
20th / 6 or lower

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