Sword Coast Adventurer's Guide
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 Wee Jas of Greyhawk.
Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the following table. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
| Arcana Domain Spells | |
| Cleric Level | Spells |
| 1st | Detect Magic, Magic Missile |
| 3rd | Magic Weapon, Nystul's Magic Aura |
| 5th | Dispel Magic, Magic Circle |
| 7th | Arcane Eye, Leomund's Secret Chest |
| 9th | Planar Binding, Teleportation Circle |
1st-level Arcana Domain feature
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.
2nd-level Arcana Domain feature
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 | ½ or Lower |
| 8th | 1 or Lower |
| 11th | 2 or Lower |
| 14th | 3 or Lower |
| 17th | 4 or Lower |
6th-level Arcana Domain feature
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.
8th-level Arcana Domain feature
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
8th-level cleric optional feature, which replaces the Potent Spellcasting feature
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
17th-level Arcana Domain feature
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.
Cleric Divine Domain version 1.5.0 by Laserllama
The Arcana Domain for the Cleric was originally published in the Sword Coast Adventurer's Guide, and is widely accepted as an underwhelming subclass for the Cleric. The Alternate Arcana Domain is an attempt to bring the Divine Domain up to par with other officially published Cleric subclasses.
Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the following table. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
| Arcana Domain Spells | |
| Cleric Level | Spells |
| 1st | Magic Missile, Shield |
| 3rd | Magic Weapon, Rope Trick |
| 5th | Counterspell, Tiny Servant |
| 7th | Arcane Eye, Resilient Sphere |
| 9th | Arcane Hand, Wall of Force |
When you gain a Cleric level, you can replace one spell from this feature with an abjuration, transmutation, or divination spell of the same level from the Wizard spell list.
1st-level Arcana Domain feature
You gain proficiency in Arcana, and you learn two cantrips from the Wizard spell list. They count as Cleric spells for you, but they don't count against your number of Cantrips Known.
2nd-level Arcana Domain feature
As an action, you can hold aloft your holy symbol and attempt to turn one celestial, elemental, fey, or fiend that can see or hear you within 30 feet. It must succeed on a Wisdom saving throw or be turned as if by your Turn Undead feature.
As you gain levels in this class, this Channel Divinity can destroy a celestial, elemental, fey, or fiend if its CR is equal to or less than the CR of your Destroy Undead feature.
6th-level Arcana Domain feature
Your magic dispels all but the most potent curses and spells. When you restore hit points to a creature with a Cleric spell, you can also end a spell of your choice affecting that creature of a level equal to the spell slot you expended or lower.
8th-level Arcana Domain feature
Your divine knowledge of the arcane empowers your spells. When you deal damage with a Cleric cantrip you add your Wisdom modifier (minimum of +1) to the damage roll.
8th-level cleric optional feature, which replaces the Potent Spellcasting feature
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
17th-level Arcana Domain feature
Your god grants you an understanding of arcane magic rivals that of the most powerful archmages. You add one spell of your choice of 6th-level, 7th-level, 8th-level, and 9th-level from the Wizard spell list to your list of Arcana Domain spells.
However, these spells must be chosen from the abjuration, divination, or transmutation schools of magic.
Like the rest of your Arcana Domain Spells, each time you gain a level in this class, you can replace one of the spells you gained from this feature with another spell of the same level from the Wizard spell list, from the spell schools above.