Sword Coast - Cleric - Arcana Domain

Sword Coast Divine Domain for Clerics
sc_cleric.jpg
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. For some of these gods, magical knowledge
is a great responsibility that comes with a special
understanding of the nature of reality. Other gods of
Arcana see magic as pure power, to be used as its
wielder sees fit.
The gods of this domain are often associated with
knowledge, as learning and arcane power tend to go
hand-in-hand. In the Realms, deities of this domain include
Azuth and Mystra, as well as Corellon Larethian
of the elven pantheon. In other worlds, this domain
includes Hecate, Math Mathonwy, and Isis; the triple
moon gods of Solinari, Lunitari, and Nuitari of Krynn;
and Boccob, Vecna, and WeeJas of Greyhawk.
arcanadomainspell.jpg







  • ARCANE INITIATE
    When you choose this domain at 1st level, you gain proficiency
    in the Arcana s kill, and you 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 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 on the Arcane Banishment table.
  • ARCANE BANISHMENT
    Cleric Level Banishes Creatures of CR …
    5th 1/2 or lower
    8th 1 or lower
    1 lth 2 or lower
    14th 3 or lower
    17th 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.

Sword Coast - Cleric - Arcana Domain

Forged Destiny bumgurgle burlius