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.

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 Alfaysia, deities of this domain include xxx and xxx, as well as xxx of the elven pantheon.


Cleric Level Feature
1st Arcana Domain Spells, Arcane Initiate
2nd Channel Divinity: Arcane Abjuration
6th Spell Breaker
8th Potent Spellcasting
17th Arcane Mastery


Arcana Domain Spells

1st-level Arcana Domain Feature

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

Arcane Initiate

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.

Channel Divinity: Arcane Abjuration

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.

Spell Breaker

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.

Potent Spellcasting

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.

Arcane Mastery

17th-level Arcana Domain feature

Your god grants you an understanding of arcane magic that 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.