ARCANA
SPELLS by clerical level
3rd level -- detect magic, magic missile, magic weapon, Nystul's magic aura
5th level -- dispel magic, magic circle
7th level -- arcane eye, Leomund's secret chest
9th level -- planar binding, teleportation circle
FEATURES by clerical level
3RD LEVEL
Arcane Initiate: 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.
Arcane Abjuration: Starting at 3rd level, you can use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol, and one celestial, fey or fiend of your choice that is within 30 ft. of you must make a WIS save, provided that the creature can see or hear you. If the creature fails its save, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying tomove as far away from you as it can, and it can't willingly end its turn in a space within 30 ft. of you.It also can't take reacions. For its actions it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowerhe to move, the creature can use the Dodge action instead. After you reach 5th level, when a creature fails its save, the creatures is banished for 1 minute (as in the spell, no concentration required) if it isn't on its plane of origin and its CR is at or below a certain threshold, as shown below.
Cleric Level Banishes Creatures of CR ...
5th level 1/2 or lower
8th level 1 or lower
11th level 2 or lower
14th level 3 or lower
17th level 4 or lower
6TH LEVEL
Spell Breaker: When you restore HP to an ally with a spell of 1st level or higher, you can also end one spell of your choice affecting that creature The level of the spell you end must be equal or lower than the spell level slot you used to cast the healing spell.
Potent Spellcasting: Add your WIS modifer to the damage you deal with any Cleric cantrip you cast.

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