Divine Domain - Faithless Domain

Most clerics are those chosen by gods, granted powers from above. Those clerics of the Faithless domain are the opposite: So potent is their conviction that gods are not to be worshipped, but instead to be rejected, that they themselves gain magical powers. For some, this 'contradiction' drives them mad and they become dangerous. Others find it a cruel jest, believing that the gods are playing games with them. Most see it as validation, however. If someone such as they can gain potent magical powers from disbelieving in the god's legitimacy, then why should anyone worship them in the first place?

Lesser Disbelief

Whenever you make an Intelligence, Wisdom or Charisma saving throw against a spell or magical effect, roll a d4 and add it to your roll. At 5th level in this class, you gain proficiency in Intelligence saving throws.

Faithless Mind

When you take this domain at 1st level you gain proficiency in one of the following skills: Investigation, History, or Religion. Your apply your proficiency bonus twice for checks using this skill.

Domain Spells

Cleric Level Spells
1st Detect Magic, Protection from Evil and Good
3rd Calm Emotions, Silence
5th Dispel Magic, Counterspell
7th Banishment, Freedom of Movement
9th Dispel Evil and Good, Hallow

Channel Divinity: Suppression Field

Starting at 2nd level you can use your Channel Divinity as an action to project a field that disrupts magic around you. This aura has a radius of 15' and travels with you, and lasts for 10 minutes. Whenever a creature other than yourself within the aura casts a spell, they must make a Wisdom saving throw against your spell save DC. If they succeed, the spell takes effect as normal. If they fail, the spell fails and the spell slot is expended.

Channel Divinity: Turn Outsider

Replaces Channel Divinity: Turn Undead and Destroy Undead

When you reach 2nd level in this class choose one creature type from the following: Celestial, Fiend, Fey, Elemental, and Aberration.

As an action, you present your holy symbol and declare their abjuration, censuring the chosen creature type. Each creature of that type that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

At 5th, 8th, 11th, 14th and 17th levels you can choose another creature type to add to this feature, but you can only turn one creature type with each use of Channel Divinity.

Hidden from the Weave

At 6th level you're able to move unseen by the eyes of those who watch from above, even if not from those with natural eyes. You permanently gain the effects of the Nondetection spell, which cannot be dispelled from you. In addition, spells such as Divination and Commune always result in unclear answers when you are the subject of the question.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Perfect Disbelief

The power of your convictions allows you to shake off any magic. From 17th level you have advantage on all saving throws against spells and other magical effects.