Verdict
A solid pick if your campaign has a lot of enemy spellcasters. Dispelling Recovery is the standout: one action heals an ally and dispels something nasty. It's less exciting in a campaign of beasts and brutes, where its anti-magic tools sit idle.
How it plays
You're still a Cleric first: heavy on Wisdom, healing and support spells. What changes is your job in a fight with other casters. Your domain spells make you the one who spots magic, counters it and removes it, and Modify Magic lets you tilt a single important saving throw. The trade-off is damage. Nothing here adds to your weapon attacks or Sacred Flame, so you'll do less harm than a War or Light Cleric.
Features by level
| Level | Feature | What it does, in short |
|---|---|---|
| 3 | Student of Arcana | Arcana proficiency plus two cantrips from the Wizard list. |
| 3 | Arcana Domain Spells | A set of always-prepared spells for spotting, countering and dispelling magic. |
| 3 | Channel Divinity: Modify Magic | Spend a charge to hand a creature temporary hit points, or to make a target's save against your spell worse by 1d6. |
| 6 | Dispelling Recovery | Heal or cure a condition with a slotted spell and Dispel Magic comes along for free. Uses are limited between rests. |
| 17 | Magical Mastery | Four Wizard spells, one from each of levels 6 to 9, stay prepared. You can swap them when you gain a Cleric level. |
Feature names and levels follow two post-release breakdowns of the book (DungeonMister and Brandes Stoddard, September 2026), which agree with each other and with Wizards' preview on what each feature does. We haven't seen the printed text ourselves, so check your copy for exact wording.
Using Modify Magic
This is the page's quick decision table. Channel Divinity is limited, so spend it where it changes the outcome.
| Situation | Use | Why |
|---|---|---|
| An ally is about to take a big hit or start a boss fight | Temporary hit points | Cheap insurance before the damage lands |
| You've just cast a save-or-suffer spell like Hold Person | Saving throw penalty | A 1d6 drop is often the difference on a key save |
| An enemy caster has buffed itself | Save your Channel Divinity | Dispel Magic is the better answer here; keep the charge |
| Nothing urgent this fight | Temporary hit points at the end of combat | Use it so the charge isn't wasted before a rest |
Building one
- Ability scores: Wisdom first, Constitution second, then Dexterity if you skip heavy armor.
- Divine Order: Protector gives you heavy armor and martial weapons; Thaumaturge adds a cantrip and Wisdom to Arcana checks, which suits this subclass's theme.
- Cantrips: with your two Wizard picks, take one damage cantrip (Fire Bolt or Ray of Frost) for a damage type the Cleric list lacks, and one utility pick like Mage Hand.
- Spells: Bless, Healing Word and Spirit Guardians remain core. Lesser Restoration and Greater Restoration are good Dispelling Recovery triggers because they end conditions.
- Feats: War Caster or Resilient (Constitution) to hold concentration; then raise Wisdom.
Who should pick it
Pick it if your DM likes wizards, cults and spellcasting villains, or if nobody else in the party can dispel magic. Skip it if you want a front-line Cleric who hits hard; the War or Life Domain does that better.
Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.