
Clerics of the Godless Domain possess faith so absolute it requires no name, no form, no distant voice to guide them. They believe in something divine that flows through Thaedros itself—an unnamed presence that answers their conviction with raw, unfiltered power. Their faith burns brighter for its mystery, demanding they reach into the unknown and seize divine energy through sheer force of will. Where others pray to gods they know, these clerics commune with something vast and nameless that dwells in the spaces between certainty and doubt.
Your absolute conviction allows you to reach into the unnamed divine and shape its power through pure belief.
When you cast a cleric spell of 1st level or higher using a spell slot, you can choose to channel additional divine energy through your unwavering conviction. You can reroll one damage die or one healing die from the spell, and you must use the new roll. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
| Cleric Level | Spells |
|---|---|
| 1 | Command, Protection from Evil and Good |
| 3 | Hold Person, Spiritual Weapon |
| 5 | Bestow Curse, Counterspell |
| 7 | Banishment, Freedom of Movement |
| 9 | Dispel Evil and Good, Flame Strike |
You reach into the vast unknown and call upon the divine presence that flows through Thaedros, channeling its raw power through your faith.
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to channel divine energy from the nameless source of your faith. Choose up to 3 creatures within 30 feet. Each target must make a Constitution saving throw. On a failed save, they take 2d8 + your Cleric level radiant or necrotic damage (your choice). On a successful save, they take half damage. Alternatively, you can choose for any target to regain hit points equal to the damage they would have taken instead of taking damage.
Your communion with the unknown divine has strengthened your spirit against forces that would control or deceive you.
Divine Resilience: You gain resistance to radiant and necrotic damage.
Unshakeable Faith: You have advantage on saving throws against being charmed, and magic can't put you to sleep. Additionally, when you succeed on a saving throw against a spell or magical effect, you can use your reaction to draw strength from your faith and regain one expended spell slot of 3rd level or lower. Once you use this reaction, you can't do so again until you finish a Long Rest.
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant or necrotic damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
You have become a perfect conduit for the nameless divine, your faith so absolute that it transcends mortal limitations.
Faith of the Dying: When you drop to 0 hit points but are not killed outright, you can choose to remain conscious and active for one additional round, ignoring death saving throws. During this time, your connection to the divine reaches its peak—your spells deal maximum damage and restore maximum hit points to other creatures, but you cannot regain hit points from your own spells or abilities. Additionally, you can only take Magic actions during this round. If you are not stabilized or healed by an ally by the end of your next turn, you fall unconscious and must begin making death saving throws as normal. Once you use this feature, you can't do so again until you finish a Long Rest.
Perfect Conviction: As a reaction when you fail a saving throw, you can expend a spell slot of 3rd level or higher to let your faith overcome any obstacle, automatically succeeding instead. You can use this feature once per Long Rest.