Gods of Magic take many forms, only united in their mystery. In Estia, Allfather Odin created the runes, which power the weave. Elsewhere, worship of Mystra, Vecna, Hecate, and Isis all falls under this domain. Clerics who follow this domain are often granted some foresight into events to come. These glimpses are often cryptic, and interpreting them correctly is no easy feat.
Level 3: Magic Domain Spells
You always have certain spells prepared after you reach the Cleric level shown in the following table.
Cleric Level | Spells |
---|---|
3 | Detect Magic, Identify, Misty Step, Detect Thoughts |
5 | Counterspell, Dispel Magic |
7 | Banishment, Divination |
9 | Circle of Power, Telepathic Bond |
Level 3: Blessings of Knowledge
You gain expertise in your choice of two of the following skills: Arcana, History, Nature, and Religion.
You also learn one cantrip of your choice from the Wizard spell list. This cantrip counts as a Cleric cantrip for you.
Level 3: Channel Divinity: Bolstering Ward
As a bonus action, you touch a willing creature and weave protective wards around them. The creature has advantage on saving throws against spells and magical effects for the next minute.
Level 6: Spell Breaker
When you target an ally with a levelled spell, you can also end one magical effect that causes the target to be Charmed, Frightened, Unconscious, Blinded, Poisoned, or Paralyzed. The level of the spell you end cannot be above the level of the spell slot you used.
Level 17: Arcane Secrets Revealed
You can prepare spells from the Wizard spell list, and they count as Cleric spells for you.