Mythic Levels: Cleric (Arcana Domain)

by Cyrus Ambrose

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Mythic Cleric
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th
21st +7 Mythic Empowerment, Knowledge of the Cloth, Destroy Undead (CR 6), Divine Domain Feature 6 5 3 3 3 3 2 2 1 1 1
22nd +7 Channel Divinity (4/rest), Greater Turn Undead, Harness Divine Power (2nd Level) 6 5 4 3 3 3 3 2 1 1 1
23rd +7 Divine Intercession 6 5 4 4 3 3 3 3 1 1 1
24th +7 Elder Wisdom, Channel Divinity: Sanctified Focus, Destroy Undead (CR 8), Divine Domain Feature 6 5 4 4 4 3 3 3 2 1 1
25th +8 Mythic Empowerment, Saintly Shroud 6 6 4 4 4 4 3 3 2 2 1 1
26th +8 Gifted Imminence 6 6 5 4 4 4 4 3 2 2 1 1
27th +8 Destroy Undead (CR 10), Divine Domain Feature 6 6 5 5 4 4 4 4 2 2 1 1
28th +8 Divine Figure, Guiding Light 7 6 5 5 5 4 4 4 3 2 1 1
29th +9 Mythic Empowerment, Channel Divinity (6/rest), Harness Divine Power (3rd Level), Turn Heretic 7 7 5 5 5 5 4 4 3 3 1 1 1
30th +9 Obliterate Undead, Divine Domain Feature 7 7 6 5 5 5 5 4 3 3 2 1 1

Mythic Empowerment

When you reach 21st level, and again at 25th and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Contrary to earlier levels, you can now improve your ability scores up to 24 using this feature. If your DM allows the use of feats, you may instead take a feat.

Additionally, your talents and strengths are empowered in ways that can't be paralleled by mortals. Each time you receive this feature, you may also gain the benefits of a Mythic Boon.

Knowledge of the Cloth

Starting at 21st level, you show an understanding of pious matters matched by few. You gain proficiency in the Medicine and Religion skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Destroy Undead (CR 6)

Starting at 21st level, when an undead of CR 6 or lower or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Channel Divinity (4/rest)

Beginning at 22nd level, you can use your Channel Divinity four times between rests.

Greater Turn Undead

Additionally at 22nd level, you ignore any trait that would cause a creature to have advantage on their saving throw against Turn Undead. You may choose to have any spell that normally can not effect undead now effect them.

Harness Divine Power (2nd Level)

Starting at 22nd level, when you expend your Channel Divinity as a bonus action to restore a spell slot, you now can restore a spell slot of up to 2nd level.

Divine Intercession

Beginning at 23rd level, you become more comfortable with calling upon your deity for aid.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell of 9th level or lower, or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 48 hours. Otherwise, you can use it again after you finish a long rest.

Elder Wisdom

Your God has had their influence on you, and your prowess with magic and practical understanding of the world has been warped and empowered beyond normal limitations.

At 24th level, your Wisdom score increases by 2, and your maximum Wisdom is now 26.

Channel Divinity: Sanctified Focus

Additionally at 24th level, you can expend a use of your Channel Divinity to have you deity aid you in maintaining your magic. Whenever you cast a spell of 5th level or lower that would normally require concentration, you may instead cause it to last for up to its full duration without the need to maintain concentration on it.

Destroy Undead (CR 8)

Starting at 24th level, when an undead of CR 8 or lower or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Saintly Shroud

When you reach 25th level, you start to permanently exhude an aura of divine power. When you gain this feature, pick either the Aura of Life or Aura of Vitality spell. You are permanently under the effect of the chosen spell without the need to concentrate on it. The spell can not be dispelled or suppressed by Dispel Magic, Antimagic Field, or a similar effect.

Gifted Imminence

Starting at 26th level, you become near God-like in your composure, gaining the ability to gift your own magical power to others.

As an action, you can touch another creature and have them gain one spell slot, by spending one of your own spell slots third or lower level. When you do so, pick a spell you have prepared of the slots level or lower. The creature may cast the spell using the gifted spell slot, but loses the ability to do so if they have not used the spell slot within 8 hours. The spell is treated as if the target cast it, and the target uses their Wisdom or Charisma as their spellcasting modifier for the purposes of this spell.

Destroy Undead (CR 10)

Starting at 27th level, when an undead of CR 10 or lower or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Divine Figure

At 28th level, your body becomes so infused with divine essence that it becomes warded against magical faults. You can not be effected by a curse that you do not allow yourself to be effected by. Additionally, you are immune to any effect that would reduce your maximum health or ability scores.

Guiding Light

Also at 28th level, your become able to harness the most fundamental clerical magic at a moments notice. You permanently have all 1st and 2nd level Cleric spells prepared, and they do not count against your total number of spells prepared.

Channel Divinity (6/rest)

Beginning at 29th level, you can use your Channel Divinity six times between rests.

Harness Divine Power (3rd Level)

Starting at 29th level, when you expend your Channel Divinity as a bonus action to restore a spell slot, you now can restore a spell slot of up to 3rd level.

Turn Heretic

Additionally at 29th level, you become a beacon of might for your deity, an exemplar to all tenets they uphold. Whenever you expend your Channel Divinity to Turn Undead, you also effect any clerics, warlocks, and other creatures that are devout to deities that are anathema to your own. The exact creatures that are effected by this are at the DM's discretion.

Obliterate Undeath

At 30th level, you become a fabled bane to undead across the realms. When any undead creature fails its saving throw against your Turn Undead feature, you may choose to have the creature instantly destroyed instead. Any creature destroyed in this way is utterly obliterated, and can be restored to life only by any means short of wish spell.

Mythic Arcana Domain

Clerics of the Arcana Domain that reach mythical capabilities are among the most dangerous and powerful magics in creation, wielding the pinnacle of both arcane and divine power. It is these clerics that understand the chaos of the Weave at its most fundamental level, and have learned to wield it through the power of the god to terrifying and awesome ends.

Mythic Domain Spells

Upon reaching 21st level, you gain access to the following spells as Domain Spells:

Spell Level Spells
6th contingency, create homunculus
7th mordenkainen's magnificent mansion, teleport
8th demiplane, mind blank

Mythic Arcane Banishment

After you reach 21st 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 below.

Arcane Banishment
Cleric Level Banishes Creatures of CR...
21st CR 8 or lower
24th CR 12 or lower
27th CR 16 or lower
30th CR 20 or lower

Ascending Arcanist

At 21st level, you gain an expanded understanding of arcane magic. You choose six spells from the Wizard spell list, one from each of the following levels: 1st, 2nd, 3rd, 4th, 5th, and 10th. 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.

At 25th level you gain an 11th level spell from the Wizard spell list, and at 29th level you gain a 12th level spell from the Wizard spell list.

Virtuous Strikes

Starting at 24th level, the divine might that surges through you begins to become might of your own. Your blessed strikes damage increases to 2d8.

Weave Manipulation

Starting at 27th level, your mastery over the Weave allows you to steal magical energy from the spells of others to empower your own. When you are effected by a spell that deals damage, you may use your reaction to half the damage that the spell would deal to all creatures effected by it. The next time you cast a spell that deals damage or heals a creature, you may increase the damage or healing by half the amount of damage you reduced with this ability.

You can use this feature a number of times equal to your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Magia Efformarunt

When you reach 30th level, you become an embodiment of both arcane and divine power. You permanently gain the following benefits:

  • You use the sum of your Wisdom and Intelligence modifiers instead of your Wisdom modifier as your spellcasting ability.
  • You have a flying speed equal to your walking speed and can hover.
  • You are always under the effects of the Detect Magic spell, except the radius increases to 120 feet. You can cast Identify without expending a spell slot as a Bonus Action targeting anything within the radius of your Detect Magic.
  • You gain resistance to magical damage and have advantage on saving throws against spells and other magical effects.
  • When you move on your turn, you may choose to teleport up to your movement speed rather than walking.
  • Pick a 1st or 2nd level Cleric spell. You can now cast the chosen spell at its lowest level without expending a spell slot. You may exchange the chosen spell at the end of a Long Rest.

Mythic Level Spells

After reaching 21st level, you have gained access to magic permitted by the Gods to only a precious few mortals since the death of the original Goddess of Magic. You gain access to 10th level magic at 21st level, 11th level magic at 25th level, and 12th level magic at 29th level. How you gain access to these powerful magics is up to your DM - you may be allowed to prepare from the complete list as normal spells, or you may need to perform a task of great talent to be gifted even one of these mighty forms of magic. The following spells are availiable to Clerics that have reached mythic levels.

10th Level Spells

Contingent Resurrection

Delayed Healing Surge

Purge Magic

Repulsion

Surge of Rejuvenation

Vengeful Gaze

11th Level Spells

Antimagic Cage

Greater Reverse Gravity

Living Lightning

Nail to the Sky

Soul Dominion

12th Level Spells

Boundless Radiance

Genesis

Nova of Soothing

Ruin

 

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