Darkness

People fear the dark because of the things that may hide in it, but darkness and shadow are just tools that may be used for both good and evil. Deities of darkness are all about obfuscation and concealment, whether tricksters or patrons of monsters, and grant their devout gifts to conceal their actions as well as piercing such concealment themselves, and the ability to use the icy cold touch of the dark to defend themselves.

Obfuscation Adept
At 1st level you gain the Skulker feat, even if you do not meet the prerequisites. Stealth is considered one of your class skills, but you do not gain proficiency automatically unless you choose to become proficient as normal.

Mantle of Darkness
Also at 1st level, you can cover yourself in darkness when an enemy attacks you. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing shadows to grant you concealment from your attacker. An attacker that relies on senses other than sight is immune to this feature. You can use this feature a number o f times equal to your W isdom modifier (a minimum o f once). You regain all expended uses when you finish a long rest.

Channel Divinity: Cover of the Night
Starting at 2nd level, you can use your Channel Divinity to grant you and your allies the protection of the night. As an action, you present your holy symbol and every source of light within 30 feet of you is snuffed out, and you and any creature you designate within 30 feet of you gains advantage on Stealth checks and can take the Hide action while they are in dim light or darkness even if under direct observation, and does not suffer disadvantage on Perception checks due to darkness. These benefits last as long as you keep your concentration (as if concentrating on a spell).

No Fear of the Dark
At 6th level, you are so accustomed to the power of darkness that you gain blindsight within a range of 30 feet.

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

Depths of Midnight
Starting at 17th level, you can use your action to activate an aura of darkness that lasts for 1 minute or until you dismiss it using another action. You make creature's perception betray them in a 60-foot radius. Your enemies within your aura have disadvantage on saving throws against any spell that deals cold or necrotic damage.