Arcana Domain Cleric: D&D 2024 (5.5e) Subclass Optimisation Guide

Embrace your inner wizard with this magic-focused cleric subclass.

Clerics of the arcana domain recognise the importance and usefulness of magical knowledge. They study the arcane as well as worshipping those deities that deal in magical power, such as Mystra. This knowledge they share for the benefit of others.

With the arcana domain, you can expect a subclass that possesses plenty of wizardly spells as well as being able to handle magic adeptly through dispel magic and counterspell. They can also make their own spells harder to resist.

The arcana domain has been updated from the 2014 version originally published in The Sword Coast Adventurer’s Guide. You’ll find this 2024 update in Arcana Unleashed. In this guide, I’ve gone through the new subclass and evaluated how good it is as well as providing advice on tactics and build optimisations.

  • Full caster with healing, buffing and damage dealing capabilities
  • Quite resilient for a full caster
  • Good at disrupting magical effects
  • Spells can be harder to resist

The arcana domain suffered in the 2014 version from some quite situational features. It forced spell dispelling on the target of your healing and relied on certain creature types for its channel divinity. The 2024 version does improve on things here, but only manages to become OK as a subclass.

Below I’ve outlined all the changes coming for the 2024 arcana domain cleric:

  • Arcane initiate is now student of arcana – It also allows a choice of other skill proficiencies and doesn’t kick in until level 3 (instead of level 1).
  • Arcana domain spells – Lost magic circle and planar binding, gaining counterspell and Bigby’s hand instead. This doesn’t kick in until level 3 now.
  • Completely changed channel divinity – Instead of turning certain planar creatures, it can now grant temporary hit points or make a spell saving throw harder to resist.
  • Dispelling recovery has more flexibility – This was previously called spellbreaker. It now casts dispel magic which will often be more potent than the previous dispelling option and is more flexible as the dispelling doesn’t need to be the target of the healing. This does now have limited uses though.
  • Magical mastery spells can now be changed when you level up – It was also previously called arcane mastery.

Arcana domain features

Cleric in combat
Cleric: Wizards of the Coast

Arcana domain spells (Lv3) – 3/5

LevelSpell
3Detect magic, magic missile, magic weapon, Nystul’s magic aura
5Counterspell, dispel magic
7Arcane eye, Leomund’s secret chest
9Bigby’s hand, teleportation circle

Some mostly great spells like magic missile, counterspell, dispel magic and Bigby’s hand, mixed in with a few very situational spells like Leomund’s secret chest, Nystul’s magic aura and teleportation circle (which is kind of a convenience spell more than anything).

With Nystul’s magic aura for example, it has a few very niche effects like maybe protecting a creature from the effects of hold person or charm person or weird interactions where, for example, a necromancer of level 14 could technically make the target explode and deal mega damage if they drop to 0HP. Reviving you would be a big problem, but this is exactly the kind of niche use case you get out of the spell (which is generally too niche for me).

Overall, a pretty solid spell list though.

Modify magic (Lv3) – 4/5

The temporary hit points get quite large with this averaging about 12-29 temporary hit points depending on your level.

Tenacious spell isn’t super clearly worded and I think there are question marks about how many targets are affected and what happens for longer duration spells that cause saving throws (like spirit guardians). My interpretation is that this affects every target of the spell for saving throws at the initial casting that succeed on their saving throw. In the Unearthed Arcana version of this feature, it mentioned that you choose one target of the spell, explicitly stating that only one creature is affected. In the final version of this feature, this has been removed implying that limiting this to a single target is no longer the intention. However, I can see ways of interpreting that this only affects a single target. I’d talk to your DM and see how they understand this feature so you’re both on the same page.

When it comes to duration, I think the intention is that this only affects saving throws “when you cast the spell”, not on subsequent turns after the spell has been cast but is still persisting.

I think this is pretty good and best on AoE saving throw spells. Having said this, clerics don’t really have a load of spells that will cause multiple targets to make saving throws when a spell is cast. You might have more of these if you take one of Arcana Unleashed’s school of magic feats or when you hit level 17 by grabbing some of these spells from the wizard’s spell list. In these circumstances, this feature scores a bit higher. But it’s still good on single target saving throws like banishment too.

In practice, you could buff at least a couple of allies with temporary hit points before your first short rest of the day and then recover your channel divinity uses on a short rest ready to use tenacious spell in combat.

Handily, you don’t need to use any action economy to apply this either (unlike many other channel divinity options).

Student of arcana (Lv3) – 2/5

Arcana proficiency is alright (especially if you take the thaumaturge option to add your wisdom modifier to arcana checks) and a couple of extra cantrips from the extensive wizard spell list is handy. Decent for a ribbon feature.

Dispelling recovery (Lv6) – 3/5

Healing and magic dispelling in the same action, bonus action or reaction is all pretty nice and no spell slot is expended. This is basically a completely free level 3 spell every short rest.

It’s a little situational as you need to be healing and need to dispel a magical effect, but I can see those circumstances happening enough. You’d need to at least be a bit of a healer build for that too, but you are a cleric so that should be typical.

I couldn’t find a spell that heals on a reaction (maybe they’re opening it up for potential future spells), but that’s one heck of a bonus action that casts mass healing word and dispel magic at the same time.

Magical mastery (Lv17) – 5/5

These are some high level wizard spells and seriously expands your repertoire. It also means that spells you don’t ordinarily have available to you as a cleric, now are. You can now grab spells like wish, true polymorph, clone, force cage and simulacrum. This gives you a lot more choice with those hugely powerful, high level spells so you’re not stuck with the much more limiting selection of cleric spells.

The arcana domain is a decent, but unremarkable cleric subclass. It has some nice uses of arcane magic and I think the channel divinity feature is pretty great, but until you hit level 17, everything else is fairly average. At level 17, having some of those high level wizard spells on hand can be fairly game changing and just gives you so many more options. Clerics are notoriously limited when it comes spell options.

Where this cleric excels is in disrupting magical enemies with dispel magic and counterspell, while also being pretty reliable when it comes to spells that demand a saving throw. It’s pretty great at the highest tier of play, but only decent before then.


Undead attack a cleric
Cleric: Wizards of the Coast

Arcana domain clerics work much like other clerics. You should expect to be primarily casting spells and healing. You may find yourself enhancing allies a little differently or nullifying magic more, but your build remains very similar.

Below I’ve gone through the various character options with advice on how to build an effective arcana domain cleric.

Ability scores

Recommended options

  • Wisdom: This is primarily to enhance your spellcasting (which is a big deal for a cleric). It’s also your most important ability score.
  • Constitution: The higher this is, the longer you’ll last. This becomes a bit more important if you plan on getting up close and personal with your enemies (say if you plan to use something like spirit guardians). You’ll also want to get this high to help your concentration.
  • Dexterity: You likely won’t be making many weapon attacks with an arcana domain cleric, but you’ll still want this at 14 to make the most of your medium armor.

Options to avoid

  • Strength: For an arcana cleric, I’d probably recommend leaning towards spellcasting options rather than weapon and armor options which makes strength less useful. If you do opt for heavy armor proficiency, you’ll need to up your strength a bit to handle some of the armor (and can dump dexterity instead).
  • Intelligence: Of little use for a cleric.
  • Charisma: Clerics aren’t built for face skills and you’ve got more important ability scores to focus on.
Ability scorePoint BuyStandard Array
Strength88
Dexterity1414
Constitution1513
Intelligence1012
Wisdom1515
Charisma810

Skills

Recommended options

  • Arcana: You often get this through your subclass anyway. It’s intelligence based, but the thaumaturge option for your divine order will let you add your wisdom modifier to these checks making it good on a cleric.
  • Insight: Decent wisdom skill that can be handy in conversations.
  • Religion: Decent knowledge skill. You can enhance this further by taking the thaumaturge option so you’re less reliant on intelligence here.

Species/race

I’d look for species with the following qualities:

  • Toughen up: With just d8 hit dice, no matter your AC, you’re still a little light on hit points. This is especially the case if you plan on wading into the front lines. Extra HP, resistances and other durability traits will help out here.
  • Damage dealing: A big part of your role will be dealing damage through your spells. Enhancing or supplementing this however you can will be useful.
  • Innate spellcasting: More spells and spell castings will be useful for a full caster.

Recommended options

  • Aasimar (2024): Two resistances for extra durability. You get some extra healing to reduce the strain on your spell slots. This will work with the boosted healing from your circle of mortality feature too. Celestial revelation will also give you options for flight or some close combat effects letting you mix up your approach.
  • Dragonborn (2024): A damage resistance for durability and the breath weapon gives you a close range AoE option to go alongside radiance of the dawn. Temporary flight will let you mix up your approach for when you need to stay out of range or you can use it to reach high places.
  • Elves (2024): Lots of extra spells to cast. High Elf will get you a cantrip like true strike which is one of the higher damage options for a cantrip. You’ll also get misty step for when you need to make a quick escape. Wood Elves are too stealthy for the cumbersome cleric so I wouldn’t bother with them.
  • Human (2024): An extra skill is nice. With your high wisdom, you might want to consider perception. More heroic inspiration is useful for any class and an extra origin feat could help fill gaps in your repertoire. For example, you could grab magic initiate if you really want to have true strike for attacks. You could also consider something like tough to up your HP. There’s also lucky and musician for rerolling dice.
  • Tiefling (2024): Some innate spellcasting and a damage resistance is nice. You’ve got some of the most common damage types to choose from for your resistances here.
  • Warforged (2024): If you want a bit more resilience, then a Warforged is a good route to go for improved AC and resistances.

Backgrounds

Backgrounds are much more important now with D&D 2024 with ability score increases, origin feats and skills all now linked to your background.

For an arcana domain cleric, I’d prioritise wisdom and then constitution or dexterity (though depending on your build, you might opt to build into strength a little instead of dexterity).

NameAbility scoresOrigin featSkill proficienciesTool proficiency
FarmerStrength, constitution, wisdomToughAnimal handling, natureCarpenter’s tools
Genie touched (HoF)Dexterity, wisdom, charismaMagic initiate (wizard)Perception, persuasionGlassblower’s tools
GuideDexterity, constitution, wisdomMagic initiate (druid)Stealth, survivalCartographer’s tools
HermitConstitution, wisdom, charismaHealerMedicine, religionHerbalism kit
Moonwell pilgrim (HoF)Constitution, wisdom, charismaMagic initiate (druid)Nature, performancePainter’s supplies
Purple dragon squire (HoF)Strength, wisdom, charismaPurple dragon rookAnimal handling, insightNavigator’s tools
SageConstitution, intelligence, wisdomMagic initiate (wizard)Arcana, historyCalligrapher’s tools
WayfarerDexterity, wisdom, charismaLuckyInsight, stealthThieves’ tools

I think your best options are sage, genie touched and farmer. Sage and genie touched will get you some wizard spells while farmer will get you tough if you’d like to beef up your cleric a bit.

Feats

Origin feats

I’d say the below are your best origin feats for an arcana cleric:

  • Lucky – Grant advantage or disadvantage on important d20 tests.
  • Magic initiate – Grab some spells from another spell list. True strike is a good option for a weapon-wielding cleric.
  • Musician – Give everyone in the party a regular supply of heroic inspiration.
  • Purple dragon rook (HoF) – I’d say musician is better as that regenerates your heroic inspiration every short rest, not just on a long rest like this. This is still pretty good though.
  • Spellfire spark (HoF) – Reduce spell and magical damage a bit each turn and a bonus action spell attack is pretty good for a bit of extra damage.
  • Tough – Great way to grab some extra hit points, especially if you want to dive into the front lines.

General feats

At level 4, you can start picking up general feats. These are some of the better options for an arcana cleric:

  • Fey-touched – 2 more spells prepared and 2 free castings expands your repertoire nicely. Misty step works well for moving where you need to be.
  • Heavy armor master – If you’re going to be wearing heavy armor, you can reduce the damage of all bludgeoning, piercing and slashing damage that strike you.
  • Inspiring leader – Go for the wisdom increase and bestow temporary hit points on the party each rest. A good idea to have someone in your party with this. This combines nicely with something like aid as well which increases hit point maximum rather than temporary hit points. Just be aware that your fortifying spell also grants temporary hit points and they don’t stack, but allies will likely need temporary hit points topping up throughout the day.
  • Mage slayer – Get better at dealing with mages plus a form of legendary resistance.
  • Ritual caster – Can really expand your spell repertoire for some utility spells, plus they don’t require spell slots when cast as rituals. Good if no one else in the party can get things like detect magic.
  • Shadow-touched – 2 free castings of spells expands your spell uses nicely and invisible is a great option.
  • Speedy – if you plan on using spirit guardians a lot, having a bit of extra movement is a pretty good idea.
  • Spellfire adept – This will work best on AoE spells as the extra damage will magnify for each creature affected by the spell. The likes of flame strike and sunbeam both fit the bill here.
  • War caster – Clerics often get close to the front lines and the arcana cleric is no different. This will help you maintain concentration and juggle spellcasting and shields.

Weapons

Arcana domain clerics should mostly be focused on casting spells. This probably means very little in the way of weapon attacks unless you plan on using true strike.

With this in mind, I think it doesn’t make sense to build around high damage weapon attacks. You’ve got cantrips and spells as standard for when you do want to deal damage. Instead it makes sense to build around defence which means grabbing a shield and a one handed weapon for the odd occasion you might need one. A quarterstaff is a good option.

Armor

If you’ve taken the protector option, you’ll likely want to be using heavy armor. The best option is full plate armor. Grab this once you can afford it (and make sure you get up to 15 strength).

For an arcana cleric though, I’d probably lean towards sticking with medium armor and the extra spell options that come from that (though both builds can work). If this is the case, you’ll want to grab half plate when you can afford it and get your dexterity up to 14 for the +2 AC boost.

Light armor won’t be better for an arcana cleric as you’re not built for stealth and you’d have to invest heavily in dexterity to make it work which wouldn’t be worthwhile.

No matter your armor, you should also grab a shield. You shouldn’t be making many weapon attacks so this shouldn’t inhibit your damage much, but will help your defence.

Published by Ben Lawrance

Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. Ben is the creator of Dungeon Mister and when he's not writing about D&D, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.

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