Cleric
Base Class: Cleric

The dark domain cleric worship the darkness and see absence of light as a cleansing force. 

Dark Blessing

Your god grants you vigour for delivering its dark demands. When you cast a dark domain spell listed in the domain spells table you can choose to gain temporary hit points equal to the level of the spell slot used + your wisdom modifier. You can use this feature a number of times equal your wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Darksight

At 2nd level your god grants you a terrifying gaze. You may use your channel divinity to gain darkvision up to 120ft and are able to see through magical darkness. You may choose a number of creatures up to your wisdom modifier within a 30ft radius of you to make a Wisdom saving throw against your spell save DC. On a failed save the target is frightened and cannot willingly move closer to you. The creature must use its movement to move away from you and can only use its action to Dash or Hide. The targets will preferable move towards well lit areas and avoid shadows or dark areas if possible. The effect ends after 1 minute or if it takes any damage.

Channel Divinity: Radiant Void

At 6th level, your god grants you the the ability to plunge your enemies into blinding darkness. Using your channel divinity feature you can cast the Darkness spell. You and a number of creatures of your choice up to your Wisdom modifier (to a minimum of one) can see through the darkness created by the spell.

Divine Strike

At 8th level, you gain the ability to infuse dark energy into your weapon strikes - a gift from your god. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 dark damage to your target. When you reach 14th level the extra damage increases to 2d8.

Dark Envoy

Starting at 17th level, you gain control over your own shadow. As an action you animated your shadow. As a bonus action you can move the shadow up to 30ft and make an attack. The shadow can move through walls, objects and creature and when it moves through creatures it deals dark damage equal to your Wisdom modifier. If the shadow ends its turn in the same space as a wall, object or creature it is dispelled. When the shadow makes an attack it adds your spell attack bonus to the attack roll and deals 2d6 dark damage. The shadow lasts for 1 minute or until it is dispelled, either by you as bonus action or due to ending its turn in an wall, object or creature.