Darkness Domain

The domain of darkness is one of concealment, secrecy and security. As a cleric of the darkness domain, you do not fear the dark, but embrace it as a tool to protect yourself and those around you. You preach the keeping of secrets, hiding what you wish to protect, and the beauty of the night.

**Divine Skill:** Stealth

**Domain Spells:** 1st-shadow weapon 2nd-dust of twilight 3rd-deeper darkness 4th-shadow conjuration 5th-shadow evocation 6th-shadow walk 7th-greater shadow conjuration 8th-greater shadow evocation 9th-shades

### **Night Vision (Su)**

You gain darkvision to a range of 60 feet. If you already have darkvision, you instead increase its range by 60 feet. Darkvision gained from this ability does not work in magical darkness except from your cloak of shadows ability. As a swift action, you can spend a point of faith to grant this ability to your allies within 30 feet for one minute.

### **Cloak of Shadow (Su)**

At 4th level, light seems to fade around you, leaving you surrounded by shadow. The light level within 10 feet of you is reduced by one step. You can suppress or resume this aura as a standard action. You cannot use concealment granted by this ability to enter stealth, as the aura reveals your location.

### **Eyes in the Dark (Su)**

At 8th level you can spend 1 point of faith as a swift action to gain the see in darkness universal monster ability to yourself and any allies affected by your Night Vision ability for one minute.

## **Doctrine of the Nocturnal**

The night is your domain, the place where you are most comfortable. You move through darkness and shadow with ease, and trust that it will protect and conceal you.

You gain the following abilities.

### **Walk Calmly in the Night (Su)**

You constantly benefit from the see in darkness universal monster ability. While benefitting from your night vision ability, your allies gain a +2 sacred bonus on saving throws whenever they are in darkness.

### **Shadowed Reach (Su)**

At 16th level, you treat the shadows as an extension of your own body. Spells you cast with a range of touch gain a range of close, but only against targets to whom you are connected by a contiguous patch of darkness.

## **Doctrine of Fear**

You don’t fear the dark, but others do. You believe it is the right of those at home in the dark to take advantage of those who are not, to hunt them in the night or drive them away with their own fear.

You gain the following abilities.

### **Nyctophobia (Su)**

You can spend 1 point of faith when casting a spell that creates darkness. If you do, it gains the [fear] descriptor. While in an area of magical darkness created by a spell cast this way, all creatures without darkvision must make a Will save against the DC of the spell or become shaken for as long as they are in the darkness. If they were already shaken or would become shaken from any other source while suffering this effect, they become frightened instead. In addition, you treat the level of any darkness spell as one spell level higher when determining its interaction with spells that create light.

### **Claim on the Night (Su)**

At 16th level, your power over darkness trumps all others, innate or otherwise. As a standard action, you can spend 1 point of faith to target any number of creatures within 30 feet. These creatures must make a Will save or lose any darkvision they have as well as the see in darkness universal monster ability for one round per cleric level.