# Cleric Divine Domain: Darkness Domain
Gods of darkness have the greaters power in any locations, however small, that is left untouched by the light. Notable deities of darkness include: Azura, the Daedric Prince of Dusk and Dawn; Dithmenos the Shadowed; Nocturnal, the Daedric Prince of Night and Darkness; Nyx, the Goddess of Night; and Pitch Black, the Nightmare King. Like their deities, followers and priests of the darkness hold their religious events exclusively at night. With the minimum source of light, the rites are often silent, solemn, and *very* serious. Breaking this hallowed silence is considered as one of the greatest blasphemy a mortal can commit against the deity. Contrary to the widespread notion, the deities that have the darkness domain are *not* always evil or malicious. In many religions, the darkness is symbolized as the veil that embraces all that suffers with peaceful silence and rest. It did not help, though, that many evil-aligned deities takes darkness as their source of power, symbolizing it as the fear of the unknown. #### Darkness Domain Spells

| Cleric Level | Spells | |:-:|:-| | 1st | *fog cloud, silent image* | | 3rd | *darkness, pass without trace* | | 5th | *fear, nondetection* | | 7th | *confusion, greater invisibility* | | 9th | *dream, mislead* | #### Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency in the Stealth skill. #### Blessed by the Darkness Also starting at 1st level, you gain darkvision out to 60 feet. If you already have darkvision from other sources, the range of your darkvision is increased by 30 feet. Additionally, while you are in the dim light or darkness, you have advantage on the Dexterity (Stealth) checks. #### Channel Divinity: Veil of Darkness Starting at 2nd level, you can use an action to present the holy symbol and evoke the name of your deity, conjuring a magical veil that wipes senses of a creature you can see within 30 feet of you. The creature must succeed on a Wisdom saving throw against your cleric spell save DC or becomes blinded and deafened for 1 minute or until your concentration is broken (as if concentrating on a spell). #### Channel Divinity: Cloak of Darkness When you reach 6th level, as an action, you can use your Channel Divinity to choose yourself or a willing creature you can see within 10 feet of you. If the chosen creature is in an area of dim light or darkness, it turns invisible for 1 hour or until it moves out to an area of bright light or takes an action, a bonus action, or a reaction. #### Favored by the Darkness Starting at 8th level, you gain blindsight out to 60 feet, and you can see normally in both magical and nonmagical darkness within the radius of your darkvision. Additionally, creatures in the area of dim light or darkness have disadvantage on saving throws against your cleric spells and your Channel Divinity options. #### One with the Darkness By 17th level, while you are in the area of darkness, you can use the Cloak of Darkness feature on yourself without expending a Channel Divinity use. Additionally, while you are in the area of dim light or darkness, you can use a bonus action to teleport into an unoccupied you can see within 30 feet of you, which also should be in dim light or darkness. ## Credits All contents are created by Created by [Weirdo Whoever](http://weirdoworkshop.blogspot.com) unless noted otherwise. Special thanks to [D&D Wiki](http://www.dandwiki.com) and [NaturalCrit Homebrewery tool](http://homebrewery.naturalcrit.com) for providing the templates for my imaginations. ***Examples of Deities of Darkness.*** All deities from the example are derived from other works: Azura and Nocturnal is from *Elder Scrolls;* Dithmenos is from *Dungeon Crawl;* Nyx is from Greek mythology, but influenced by *Persona 3* here; and Pitch Black is from *Rise of the Guardians.*