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<blockquote data-quote="Zardnaar" data-source="post: 8057792" data-attributes="member: 6716779"><p>Arcane domain.</p><p></p><p>Spell list</p><p></p><p>The arcane domain has several wizard spells clerics don't usually get. Nothing to exciting but useful.</p><p></p><p>Arcane initiate.</p><p></p><p>You get to pick two wizard cantrips. This is half of the magic initiate. Unlike magic initiate you can key these off your wisdom score. There are several interesting new cantrips as well in SCAG such as green flame blade.</p><p></p><p>Channel Divinity: Arcane abjuration.</p><p>Basically you can turn outsiders and get. Useful sometimes but your channel divinity might suck depending on what you encounter. You can also banish them at higher levels. None of the above or undead and your channel divinity is a bit useless. Weak point of the class.</p><p></p><p>Spellbreaker.</p><p></p><p>You can use healing magic to dispel magic. Useful but still limited by how many spell casters you encounter.</p><p></p><p>Potent spellcasting.</p><p></p><p>The usual wisdom modifier to cantrips. This is great and you can add it to the wizard cantrips you picked up.</p><p></p><p>It has an interesting interaction with green flame blade. Your attacks deal an additional 1d8 plus wisdom modifier to primary target.</p><p></p><p>The secondary target however takes double your wisdom modifier in damage and an extra d8. You might have to use a dagger if you have a moderate dexterity but it's an option. If you want to be good at melee be an arcane cleric!!!!. Added bonus if you can pick up short sword or rapier proficiency or the shillagh cantrip.</p><p></p><p>Overall the arcane cleric is decent at casting spells. However it's got a few to many situational abilities that are also specific.</p><p></p><p>A potential S class archetype comes in at B overall. If it's channel divinity did something else along with spellbreaker it would be A or S tier. Also a great level 17 ability but let's face it it may as well be the moon.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 8057792, member: 6716779"] Arcane domain. Spell list The arcane domain has several wizard spells clerics don't usually get. Nothing to exciting but useful. Arcane initiate. You get to pick two wizard cantrips. This is half of the magic initiate. Unlike magic initiate you can key these off your wisdom score. There are several interesting new cantrips as well in SCAG such as green flame blade. Channel Divinity: Arcane abjuration. Basically you can turn outsiders and get. Useful sometimes but your channel divinity might suck depending on what you encounter. You can also banish them at higher levels. None of the above or undead and your channel divinity is a bit useless. Weak point of the class. Spellbreaker. You can use healing magic to dispel magic. Useful but still limited by how many spell casters you encounter. Potent spellcasting. The usual wisdom modifier to cantrips. This is great and you can add it to the wizard cantrips you picked up. It has an interesting interaction with green flame blade. Your attacks deal an additional 1d8 plus wisdom modifier to primary target. The secondary target however takes double your wisdom modifier in damage and an extra d8. You might have to use a dagger if you have a moderate dexterity but it's an option. If you want to be good at melee be an arcane cleric!!!!. Added bonus if you can pick up short sword or rapier proficiency or the shillagh cantrip. Overall the arcane cleric is decent at casting spells. However it's got a few to many situational abilities that are also specific. A potential S class archetype comes in at B overall. If it's channel divinity did something else along with spellbreaker it would be A or S tier. Also a great level 17 ability but let's face it it may as well be the moon. [/QUOTE]
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