1: Domain Spells, Arcane Initiate
2: Channel Divinity : Arcane Abjuration
6: Spell Breaker
8: Blessed Strikes
17: Arcane Mastery
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the Arcane school of magic. For you, these cantrips count as cleric cantrips.
Starting at 2nd level, you can use your Channel Divinity to abjure magical effects.
As an action, you present your holy symbol, target a created magical effect (such as a Wall of Stone or Illusory Terrain) or summoned creature, and make a spellcating ability check against a DC of 10+spell level. If the spell level is lower than your spellcasting ability modifier, you automatically succeed. On a success, the magical effect is suppressed for 1 hour, or completely dispelled on a critical success. This ability can target any magical effect, even ones explicitly immune to dispel magic such as Wall of Force or Anti-Magic Field.
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.
You are blessed with divine might in battle. Starting at 8th level, once per round, when you would deal damage to a creature with a weapon attack or a cleric cantrip, you may deal an additional 1d8 points of damage of a type appropriate for you domain (see Narrator). At 14th level, the additional damage with weapon attacks increases to 2d8 (cantrips still only deal an additional 1d8).
At 17th level, you choose four spells from the Arcane school of magic, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.