Domains (5E): Difference between revisions
imported>MJBurrage Created page with "{{toc}} ==Arcana== :<small>''Sword Coast Adventurer's Guide''</small> ==City== :<small>''Unearthed Arcana''</small> ==Death== :<small>''DMG''</small> ==Forge== :<small>''U..." |
imported>MJBurrage |
||
| Line 2: | Line 2: | ||
==Arcana== | ==Arcana== | ||
:< | :<sup>''Sword Coast Adventurer’s Guide''</sup> | ||
{| class="left d20 wikitable" | |||
|+ 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'' | |||
|} | |||
;Arcane Initiate | |||
At 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the [[Wizard Spells|wizard spell list]]. For you, these cantrips count as cleric cantrips. | |||
;Channel Divinity∶ Arcane Abjuration | |||
{| class="sidebar d20 wikitable" style="position:relative; top:-2em;" | |||
|+ Arcane Abjuration | |||
!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 | |||
|} | |||
Starting at 2nd level, 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 use use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then 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 if its challenge rating is at or below a certain threshold, as shown below. | |||
;Spell Breaker | |||
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. | |||
;Potent Spellcasting | |||
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. | |||
;Arcane Mastery | |||
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. | |||
==City== | ==City== | ||
Revision as of 00:48, 15 July 2018
Arcana
- Sword Coast Adventurer’s Guide
| 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 |
- Arcane Initiate
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
| 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 |
Starting at 2nd level, 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 use use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, then 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 if its challenge rating is at or below a certain threshold, as shown below.
- Spell Breaker
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.
- Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
- Arcane Mastery
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.
City
- Unearthed Arcana
Death
- DMG
Forge
- Unearthed Arcana
Grave
- Unearthed Arcana
Knowledge
- PHB
Life
- PHB
Light
- PHB
Nature
- PHB
Protection
- Unearthed Arcana
Solidarity
- Planeshift: Amonkhet
Strength
- Planeshift: Amonkhet
Tempest
- PHB
Trickery
- PHB
War
- PHB
Zeal
- Planeshift: Amonkhet