Magic Domain (5e Subclass)

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Gods of magic – value higly the study, growth and use of magic in all its forms. Clerics of these gods often blur the line between divine and arcane, and they tend to be fascinated with magic in whatever form it takes. They are often obsessed with magical lore, traveling to the ends of the earth to learn some new arcane secret or divine insight.

Magic Domain Spells[edit]

Cleric Level Spells
1st Identify, Command
3rd See invisibility, Shield
5th Counterspell, Dispel Magic
7th Dimension Door, Otiluke's Resilient Sphere
9th Teleportation Circle, Force Wall

Mystic Theurge[edit]

You gain proficiency in the Arcana skill, and you count as a wizard for the purposes of meeting requirements such as attunement (and others at the DM's discretion). Additionally, you learn one wizard cantrip of your choice.

Channel Divinity: Metamagic[edit]

Starting at 2nd level, you can use your Channel Divinity to twist your spells to suit your needs. When you cast a spell, you can use your Channel Divinity to apply any one of the Metamagic options listed in the Sorcerer class to it. You can only use one Metamagic option on a spell when you cast it, and you ignore any sorcerer point requirements listed in the Metamagic descriptions when using this ability.

Channel Divinity: Anyspell[edit]

Beginning at 6th level, as an action you can use your Channel Divinity to mold a single spell slot you possess, expending it, to create a specific prepared spell which may be used only once, at which time it is expended. The prepared spell must be from the Wizard class list, and one spell level below that of the expended spell slot. The prepared spell uses Intelligence as its casting ability, and is considered to be a cleric spell for you when you cast it. You may have no more than 2 spells prepared in this way at any given time, and you cannot regain the spell slots expended until you either use the prepared spell, you use an action to dismiss this effect, or are slain. You cannot prepare a 9th level spell in this manner.

Imbue With Spells[edit]

Starting at 8th level, you can transfer some of your currently prepared spells to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred. The number of spells that can be transferred cannot exceed a combined total of spell levels equal to one fourth your cleric level, rounded down. The spells transferred can be of any combination, for example an 8th level cleric could transfer up to two first level spells, or one second level spell. A transferred spell uses your spell save DC and spell attack bonus, not the recipients. You retain the knowledge of the prepared spells, however you expend the spell slots to cast each spell as you transfer them, and you cannot regain the spell slots until the recipient uses the imbued spells or is slain, or until you use an action to dismiss this effect. In the meantime, you remain responsible to your deity and your principles for the use to which the spells granted by this effect are put to. To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus required. You regain the use of this ability after a long rest.


At 17th level, your understanding of the Weave has grown to allow you to unravel even the most complex magic. As an action, a single magical effect or magical item within 30 feet of you that you target is disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as if a 9th level dispel magic spell), and a permanent magic item must make a successful Wisdom save against your spell save DC or be turned into a normal item. An item in a creature’s possession uses its own Wisdom save bonus or its possessor’s Wisdom save bonus, whichever is higher. You also have a 20% chance of destroying an antimagic field. Even artifacts are subject to disjunction, though there is only a 5% chance of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Wisdom save or permanently lose all spellcasting abilities, facing three levels of exhaustion. You regain your abilities once you recover from your exhaustion. Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device. You can use this ability once per long rest.

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