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### Arcana Domain Spells | Spell Leve | Spells | |:---:|:-----------:| | 1 | Detect Magic, Magic Missile | | 2 | Flaming Sphere, Levitate | | 3 | Dispel Magic, Magic Circle | | 4 | Arcane Eye, Greater Invisibility | | 5 | Bigby's Hand, Teleportation Circle | ### Arcane Initiate When you choose this domain at 1st 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.
Additionally, when you make an Intelligence (Arcana) check you add your Wisdom modifier to the result. ### Channel Divinity: Arcane Abjuration At 2nd level, as an action, you present your holy symbol & target a number of creatures within 30ft equaling up to your proficiency bonus.
The following targeted creature types must succeed a Wisdom saving throw:
aberrations, elementals, fey, or fiends
On a failed save, the creature is turned for 1 minute or until it takes 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.
For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving.
If there's nowhere to move, the creature can take the Dodge action.
### Channel Divinity: Banish The Extraplanar At 6th level, as an action, you present your holy symbol & target a number of creatures within 30ft equaling up to your proficiency bonus.
The following targeted creature types must succeed a Wisdom saving throw:
aberrations, elementals, fey, or fiends
On a failed save,the targeted creatures are 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. | Cleric Level | Banishes Creatures of CR | |:---:|:-----------:| | 6 | 1/2 or lower | | 8 | 1 or lower | | 11 | 2 or lower | | 14 | 3 or lower | | 17 | 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. ### 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. Like your other domain spells, they are always prepared and count as cleric spells for you.