Arcana Domain, Variant (5e Subclass)

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Arcana Domain, Variant[edit]

Cleric Domain

Magic is a fundamental force of the multiverse and an agent of both destruction and creation. The Gods of Magic are intimately knowledgeable of the deepest secrets and mysteries that magic has to offer. Some of these Gods view the pursuit of magical knowledge and uncovering its secrets as the upmost goal for their worshipers. Others view the arcane arts as a source of raw power meant to be wielded against whatever enemies may show themselves. For Arcana Clerics, sometimes the driving force behind their worship is one or the other, but often a mixture of the two. There are various deities of magic throughout the multiverse, such as Mystra in the Forgotten Realms; Hera of the Greek Pantheon; or Loki and Freja of the Norse Pantheon. For most campaign settings, there is an applicable deity that can apply to the oversight of magic in that universe. Work with your DM to find out what deity you might follow in their setting.

Domain Spells[edit]

Starting at 2nd-level when you select this Domain, your knowledge of the mystical arts expands beyond merely the divine. You receive a number of spells that are added to your spell list as you gain levels in this class. These spells count as cleric spells for you; they are always prepared; and they do not count against the total number of prepared spells you may choose each day.

Arcana Domain Spells
Cleric Level Spells
1st Mage Armor, Magic Missle
3rd Blur, Magic Weapon
5th Dispel Magic, Lightning Bolt
7th Otiluke's Resilient Sphere, Sickening Radiance
9th Cone of Cold, Telekinesis

Features[edit]

Student of the Arcane[edit]

At 2nd-level, your connection to your chosen deity has given you a glimpse into the fabric of arcane magic. You gain proficiency in the Arcana skill, if you do not already possess it. Additionally, you learn two cantrips and one 1st-level spell of your choice; each chosen from the wizard spell list. For you, these cantrips and spell count as cleric cantrips/a cleric spell.

Channel Divinity: Magical Rebuke[edit]

At 2nd-level you gain the ability to use your Channel Divinity to lash out at your foe with arcane energy. Whenever you successfully hit a target with a weapon or spell attack, you may immediately use your bonus action to increase the total damage by an amount equal to 5 + half your cleric level (rounded up). This extra damage is delivered as force damage.

Arcane Adept[edit]

Beginning at 6th-level, you've learned how to infuse your divine magic with the essence of the arcane. Whenever you restore health to a target using a 1st-level or higher cleric spell, the target restores an additional amount of Hit Points equal to 2 x your Intelligence modifier (minimum modifier of 1).

Additionally, you learn one 2nd-level spell of your choice from the wizard spell list. This spell counts as a cleric spell for you.

Potent Spellcasting[edit]

At 8th-level, you add your Wisdom modifier to the damage rolls of any cleric cantrip you cast.

Arcane Mastery[edit]

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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