Gods of darkness promote the ideals of death and corruption, lies, and hopelessness, often using the symbol of a blackened sun. Some of these gods are portrayed as a shadow or an ellipse. Others are assassins whose attacks take place in shadow and use deception. Some are deities of ugliness and vandalism, who teach that art is lies. Clerics of a god of darkness are vile and plotting souls infused with shadow and the power of their gods’ dark vision, charged with chasing away truth and casting darkness over light.
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. Additionally, you gain proficiency in Stealth.
Also at 1st level, you can cloak yourself in mist in the presence of an attacking enemy. 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 mist to partially hide your true location before it hits or misses. An attacker that can’t be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish along rest.
Starting at 2nd level, you can use your Channel Divinity to harness darkness, covering light and dealing necrotic damage to your foes.
As an action, you present your holy symbol, and any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes necrotic damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Starting at 6th level, you can also use your Obscuring Mist feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Starting at 17th level, you can use your action to activate an area of living darkness that lasts for 1 minute or until you dismiss it using another action. You emit darkness in a 60-foot radius and shadows in 30 feet beyond that. Your enemies in the darkness have disadvantage on saving throws against any spell that deals necrotic damage. Additionally, you can see through this darkness unimpaired.