Arcana

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.

Branch Features

Branch Spells

Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell’s level to have that spell always prepared. Spells bought in this manner don’t count against the number of spells that you can prepare.

If you have a branch spell that doesn’t appear on the Divine Spell List, that spell is nevertheless a divine spell for you.

Spell Level Spells Cost
1st Detect Magic, Magic Missile 2 Character Points per Spell
2nd Magic Weapon, Magic Aura 4 Character Points per Spell
3rd Dispel Magic, Magic Circle 6 Character Points per Spell
4th Arcane Eye, Secret Chest 8 Character Points per Spell
5th Planar Binding, Teleportation Circle 10 Character Points per Spell

Talents

Talent CP Prerequisites
Arcane Initiate 5 -
Arcane Abjuration I - Channel Divinity
Spell Breaker 20 3rd Level Spells and Arcane Initiate
AArcane Abjuration II - 3rd Level Spells and Arcane Abjuration I
Arcane Mastery 80 8th Level Spells and Spell Breaker

Arcane Initiate

Cost: 5 Character Points

You gain two cantrips of your choice from the Arcane Spell List. For you, these cantrips count as divine cantrips.

Arcane Abjuration I

Prerequisite: Arcane Initiate and Channel Divinity

You can use your Channel Divinity to abjure otherworldly creatures. You present your holy symbol toward one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you. Make a warding attack vs the creature’s Wisdom defense, provided that the creature can see or hear you. If you hit, 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 only use the Stride action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Spell Breaker

Cost: 20 Character Points
Prerequisite: 3rd Level Spells and Arcane Initiate

When you restore stamina to an ally with a spell which you spend one mana or more on, 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 amount of mana used to cast the healing spell.

Arcane Abjuration II

Prerequisite: 3rd Level Spells and Arcane Abjuration I

When a creature is hit by your Arcane Abjuration feature, the creature is banished for 1 minute (as in a Banishment spell that doesn’t have to be sustained) if it isn’t on its plane of origin and its challenge rating is at or below your character value divided by 5.

Arcane Mastery

Cost: 80 Character Points
Prerequisite: 8th Level Spells and Spell Breaker

You choose four spells from the Arcane Spell List, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of bonus spells. Like your other bonus spells, they are always prepared and count as divine spells for you.