The stars of Pash-Mara
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.
ARCANA DOMAIN 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
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.
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
Starting at 6th level, when you restore hit points to an
a lly 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.
Starting at 8th level, you add your Wisdom modifier to
the damage you deal with any cleric cantrip.
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.