
Cleric: Arcana Domain
D&D 2024 class: Cleric: Arcana Domain. Source: Sword Coast Adventurer's Guide. hit die d8, primary ability Wisdom, saving throws Wisdom, Charisma 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 Wee Jas of Greyhawk. At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit. 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 Arcana Domain Spells 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. 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...