Cleric: Arcana Domain

Original Source: 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.

Arcana Domain Spells

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Table: Arcana Domain Spells
Cleric LevelSpells
1stfind familiar, magic missile
3rdmagic aura, vortex warp
5thcounterspell, pulse wave
7thdimension door, secret chest
9tharcane hand, wall of force

Arcane Initiate

1st-level Arcana Domain feature
At 1st level, you learn two wizard cantrips of your choice. This cantrip doesn't count against the number of cleric cantrips you know. You also gain proficiency in Arcana.

Mystic Theurge

1st-level Arcana Domain feature
Also at 1st level, your studies of both arcane and divine magics helps you understand the fundamentals of the Weave. You have Advantage on Intelligence checks related to spells or magic items.

Additionally, you may choose to use Wisdom when making Arcana checks.

Channel Divinity: Arcane Abjuration

2nd-level Arcana Domain feature
You can use your Channel Divinity to castigate unworldly beings. As an Action, you present your holy symbol. Choose one aberration, celestial, elemental, fey, fiend or undead creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being Frightened. Creatures native to a different plane of existence have Disadvantage on this saving throw.

On a failed save, the creature is Frightened for 1 minute or until it takes any damage. While Frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. If the target is native to a different plane of existence than the one you're on, and fails the saving throw by 5 or more, the target is banished to its home plane.

Curse Breaker

6th-level Arcana Domain feature
Starting at 6th level, when target an ally with a spell of 1st level or higher, you can also end one spell or curse of your choice on that creature (as if casting remove curse). The level of a spell you end must be equal to or lower than the level of the spell slot you use to cast the spell.

Arcane Strike

7th-level Arcana Domain feature
When you reach 7th level, 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 force damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.

Arcane Mastery

15th-level Arcana Domain feature
As in Sword Coast Adventurer's Guide