So I'm doing a little worldbuilding for my next campaign world where dwarves and tieflings have been locked underground together for decades. It got me thinking about how they might pray to a deity of darkness for protection and what else a deity like that would have to offer. The darkness domain could be about keeping secrets concealed and surviving the night. I did a write up about it here and posted the mechanical bits below. Let me know what you all think. This forum has been great with helping me tweak ideas so thank you all so much for that.
https://worldbuilderblog.me/2017/01/12/darkness-a-new-cleric-domain/
[h=4]Darkness Domain[/h]The Darkness domain focuses on what is hidden, both physically and within one's soul. Followers of darkness gods depend on these deities to keep secrets concealed and loved ones safe in the darkness. These are powers many pray to just before they go to sleep so that they might wake again. Subterranean cultures in particular hold this domain in high regard, since they live in darkness. The gods of this domain are often depicted as hooded or concealed figures that sometimes lack form. Some of the gods are referred to as gods of night, dark magic, or secrets.
[h=6]Darkness Domain Spells[/h][TABLE="width: 1"]
[TR]
[TD="align: center"]Cleric Level[/TD]
[TD]Spells[/TD]
[/TR]
[TR]
[TD="align: center"]1st[/TD]
[TD]sanctuary, sleep[/TD]
[/TR]
[TR]
[TD="align: center"]3rd[/TD]
[TD]darkness, darkvision[/TD]
[/TR]
[TR]
[TD="align: center"]5th[/TD]
[TD]fear, nondetection[/TD]
[/TR]
[TR]
[TD="align: center"]7th[/TD]
[TD]black tentacles, phantasmal killer[/TD]
[/TR]
[TR]
[TD="align: center"]9th[/TD]
[TD]dream, mislead[/TD]
[/TR]
[/TABLE]
[h=6]Bonus Proficiency[/h]When you choose this domain at 1st level, you gain proficiency with heavy armor.
[h=6]Favor in Darkness[/h]Also starting at 1st level, you gain blindsight to a range of 15 feet.
[h=6]Channel Divinity: Clinging Darkness[/h]Starting at 2nd level, you hurl a shadow at one creature you can see within 30 feet of you as an action. That creature must succeed on a Constitution saving throw or become fully bound in the shadow for 1 minute. While bound in the shadow the creature is blinded and restrained. It can repeat the saving throw each time it takes damage, or on its turn as an action, ending the blinded and restrained conditions on a success.
[h=6]Superior Favor in Darkness[/h]Starting at 6th level, your blindsight increases to a range of 30 feet.
[h=6]Divine Strike[/h]At 8th level, 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 cold or necrotic damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
[h=6]Darkness Savant[/h]At 17th level, your blindsight increases to a range of 60 feet. In addition, targets of your clinging darkness take 4d6 cold damage and 4d6 necrotic damage when they first become bound in the shadow by failing a Constitution saving throw. This damage does not allow them to repeat their saving throws.
https://worldbuilderblog.me/2017/01/12/darkness-a-new-cleric-domain/
[h=4]Darkness Domain[/h]The Darkness domain focuses on what is hidden, both physically and within one's soul. Followers of darkness gods depend on these deities to keep secrets concealed and loved ones safe in the darkness. These are powers many pray to just before they go to sleep so that they might wake again. Subterranean cultures in particular hold this domain in high regard, since they live in darkness. The gods of this domain are often depicted as hooded or concealed figures that sometimes lack form. Some of the gods are referred to as gods of night, dark magic, or secrets.
[h=6]Darkness Domain Spells[/h][TABLE="width: 1"]
[TR]
[TD="align: center"]Cleric Level[/TD]
[TD]Spells[/TD]
[/TR]
[TR]
[TD="align: center"]1st[/TD]
[TD]sanctuary, sleep[/TD]
[/TR]
[TR]
[TD="align: center"]3rd[/TD]
[TD]darkness, darkvision[/TD]
[/TR]
[TR]
[TD="align: center"]5th[/TD]
[TD]fear, nondetection[/TD]
[/TR]
[TR]
[TD="align: center"]7th[/TD]
[TD]black tentacles, phantasmal killer[/TD]
[/TR]
[TR]
[TD="align: center"]9th[/TD]
[TD]dream, mislead[/TD]
[/TR]
[/TABLE]
[h=6]Bonus Proficiency[/h]When you choose this domain at 1st level, you gain proficiency with heavy armor.
[h=6]Favor in Darkness[/h]Also starting at 1st level, you gain blindsight to a range of 15 feet.
[h=6]Channel Divinity: Clinging Darkness[/h]Starting at 2nd level, you hurl a shadow at one creature you can see within 30 feet of you as an action. That creature must succeed on a Constitution saving throw or become fully bound in the shadow for 1 minute. While bound in the shadow the creature is blinded and restrained. It can repeat the saving throw each time it takes damage, or on its turn as an action, ending the blinded and restrained conditions on a success.
[h=6]Superior Favor in Darkness[/h]Starting at 6th level, your blindsight increases to a range of 30 feet.
[h=6]Divine Strike[/h]At 8th level, 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 cold or necrotic damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
[h=6]Darkness Savant[/h]At 17th level, your blindsight increases to a range of 60 feet. In addition, targets of your clinging darkness take 4d6 cold damage and 4d6 necrotic damage when they first become bound in the shadow by failing a Constitution saving throw. This damage does not allow them to repeat their saving throws.