Domainless
Once, you were faithful. You walked in the light of your god or gods, and you spread the word of their domain. You believed, and from that belief, you drew power. But no longer. If you have any faith left in your soul, it is not for the gods and that which they hold dominion over. It is for yourself. For the power that you still wield. The power that your body has stolen and possessed.
There are those that say no cleric can wield divine magic without a domain to call their own, but when you lost your faith, you held firm on the power of divinity. What you do with it now, is for you alone to decide. But few gods, good or evil, lawful or chaotic, look upon your power and your transgression with favor.
Domain Spells
1st-level Domainless feature
You learn additional spells when you reach certain levels in this class, as shown in the Domainless Spells table. These spells count as sorcerer spells for you, but they don't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the cleric spell list.
Domainless Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | bane, inflict wounds |
| 3rd | augury, spiritual weapon |
| 5th | bestow curse, revifify |
| 7th | banishment, death ward |
| 9th | dispel evil and good, insect plague |
Once-Holy Warrior
1st-level Domainless feature
You gain proficiency with light armor, medium armor, and shields and all simple weapons.
Channel Doubt
1st-level Domainless feature
You spread your faithless view to those around you, raising questions about the gods and their fickle natures.
As an action, you speak an unholy word that resonates deep into the souls of those around you. Each creature of your choice that can hear you within 30 feet must succeed on a Wisdom saving throw against your spell save DC or be incapacitated until the end of your next turn.
Once you use this feature, you can't do so again until finish a long rest. Beginning at 6th level, you can use your Channel Doubt twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a long rest, you regain your expended uses.
Strike Back at the Faithful
6th-level Domainless feature
Your lack of faith allows you enhanced security against assaults of faith. You have resistance to radiant damage and advantage on saving throws forced by Celestials and creatures with the Cleric or Paladin tag.
Additionally, when you hit a creature with a melee attack, you can spend a number sorcery points (maximum of 5) to empower your attack with psychic doubts. For each sorcery point you spend, the target takes an additional 1d6 psychic damage.
Freedom
14th-level Domainless feature
You are no longer bound by the doctrines and restraints of the fickle. As a bonus action, you can grant yourself the benefits of the freedom of movement spell for 1 hour.
Once you use this feature, you can't do so again until you finish a short or long rest.
Avatar of Doubt
18th-level Domainless feature
You have immunity to radiant damage.
Additionally, as a bonus action you can enter a state so alien to the teachings of the gods that it shatters the worldviews of the faithful that behold you. The state lasts for 10 minutes, or until you are unconscious or choose to end it (no action required). While in this state, you gain the following benefits:
- You have advantage on Charisma checks and Charisma saving throws, and any creature that understands at least one language can understand you if it can hear you.
- Your reach increases by 25 feet, to a maximum of 30 feet.
- When you use your Strike Back at the Faithful feature to empower an attack, you can reduce the sorcery points spent by 2 (minimum 0).
Once you use this feature, you can't do so again until you finish a long rest or until you spend 7 sorcery points.
Becoming Domainless
Very few sorcerers are born domainless. More often than not, a character with levels in the cleric class loses faith and undergoes an intense and mysterious magical transformation that changes their very soul, granting them the powers of a domainless sorcerer subsequently.
When this happens, the player loses any levels and features granted by the cleric class and gains those of a sorcerer with the Domainless Sorcerous Origin of equal level. Optionally, a GM and player may also consider swapping the character's Wisdom and Charisma scores to reflect the change to the character's soul.
