Clerics that dwell deep underground (drow, duergar, derro, etc.) or have Cave or Darkness as one of their deity’s domains can instead choose the new Everdark domain. This domain complements the Deep Druid racial archetype.
Granted Powers: You are able to traverse the deep underground with great competence. Knowledge (dungeoneering), Perception, and Survival are class skills.
Deepsight (Sp): You can grant darkvision 90 feet to a willing creature you touch. This effect lasts 1 minute, or 1 hour if used on yourself. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Paths of the Deep (Ex): At 8th level, you become attuned to the tangled maze of tunnels that extend throughout the Everdark. You gain immunity to the maze spell and cannot become lost while exploring subterranean environments.
Domain Spells: 1st—dancing darkness, 2nd—aboleth's lung, 3rd—glyph of warding, 4th—wall of stone, 5th—passwall, 6th—hungry earth, 7th—dimensional bounce, 8th—earthquake, 9th—imprisionment.