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, When your Spellcasting feature lets you learn a cleric cantrip or a cleric spell of 1st level or higher, you can choose the new spell from the cleric spell list or the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a cleric spell for you. You also learn the eldritch blast cantrip but it deals radiant damage and it is considered a cleric spell for you.

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.

Spell Breaker[edit]

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[edit]

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Disjunction[edit]

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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