From the Shadows I Strike at Thee!
Since this is the same PC you refer to here and here I will build my answer around you playing a Light Domain cleric of Vhaeraun. As other answers have said, this is already a sub-optimal choice. You are committed to playing a drow, and in my opinion your most powerful racial ability is your superior darkvision, so let's use that not to optimize the character, but to at least offset some of its sub-optimality while embracing the role-playing aspects that are the reason you selected it to begin with.
First, operate as much as possible in the dark. Underground and traditional dungeons make this easy, but when you are outside on the surface, you will need to convince the rest of the party to do their adventuring at night. The humans, halflings, and other races without darkvision shouldn't worry - you have both light and dancing lights as cantrips (from domain and race respectively) and you promise to make sure that they can always see, in return for them agreeing that most of the adventuring is done when you can remain in the dark. This theme of reciprocity is important - if they agree to structure the adventuring and combats in ways that help you, you will help them; guidance cantrip, scouting, volunteering for guard shifts (trance means you need only 4 hours to their 8).
Next, lean in to your high Dex and embrace your role as scout. Take a Background that gives you Stealth proficiency (Criminal, Spy, Urchin, Urban Bounty Hunter), along with your Perception proficiency as an Elf (and remember to give yourself Guidance on Perception checks). Use your 120' darkvision as much as possible and see them long before they see you. Take Insight as a cleric proficiency get as much as you can from observing folk and monsters when they don't know that you are watching them. Their body positioning and emotional tells may hint at where they feel safe, where they think an attack will come from, they may unconsciously glance at secret doors, etc. A good Insight may reveal what they don't want you to Perceive!
In combat, your cleric spells will either provoke Saves or make attack rolls. You will be 'behind' on both, since your sub-optimal Wis gives you lower DCs and lower spell attack bonuses. Concentrate on attack roll spells and as often as possible employ the rule that you have advantage on attacks when your opponent cannot see you. If you are in the dark and at greater than 60 feet from your target, most of the time you will be able to see them, and they will not be able to see you. Consistently getting advantage on your attacks will be better than the point or two you are missing as a Wisdom bonus, and the greater chance of crits will be an occasional payoff.
Ignore attack cantrips at character creation and take utility cantrips instead to be of use to the party. There aren't any attack cantrips that let you attack at greater than 60 feet with an attack roll. Instead, use bow fire as your cantrip (that is, in situations where you do not want to spend a spell slot). You have shortbow proficiency from cleric as a simple ranged weapon, so you will have advantage on attacks at 80 feet and under when they can't see you. Damage of d8+Dex mod when attacking with advantage is better than any Wis based cantrip you could have. You may occasionally find tactical use in placing the light cantrip on an arrow before firing it.
At 4th level when you pick up another cantrip consider an attack spell - this is also the time you get an ASI so putting that into Wisdom will help.
Have a serious discussion with your DM about how you are making sub-optimal choices for role-play reasons, and then ask about trading one of your Background tool-use proficiencies for proficiency in Poisoner's Kit. Make the case that your drow backstory means you should be allowed to craft poisons, even if injury poisons only, and work with them to homebrew something fair. Save your money and collect ingredients initially; later you can begin to apply injury poisons to your arrows, certainly by the time you reach 5th level, when martial characters get Extra Attack and casters get a damage bump on their cantrips.
As suggested by Peter Cordes, at 8th level when you get a Divine Strike feature, ask your DM whether you can swap out the Light Domain Wisdom-based bonus damage to cantrips for the Trickery Domain bonus of d8 poison damage to weapon hits once per turn and apply this to your arrows.
For spell slots, focus on spells that help the party strikers eliminate the big threats (underscore your image as a team player) and spells that let you attack at greater than 60 feet (where you will have advantage on your rolls).
For your first level slots, faerie fire (which you get from light domain) is a big boost for your teammates. You will need to close to 60 feet to cast it, but it is a save (not an attack roll) so you wouldn't get advantage from casting it unseen anyway. Guiding Bolt does great damage (especially when you crit), gives a minor boost to your teammates, and has a range of 120 feet which means you can have advantage on the hit roll if you attack while unseen. Healing Word has a range of only 60 feet, but with your high Dex / ranged combat approach you should have the movement rate to be able to move in to heal (bonus action) and then move back out of sight range to attack with your bow. Your Warding Flare ability (light domain) should be saved for when you are 'trapped' in sight (someone moves to you as a reaction or an indoor battlefield forces you to be in sight).
For your second level slots, scorching ray (light domain) has a range of 120 feet, which means if you attack while unseen you have three attacks at advantage (and six chances to get a crit). Check with your DM on spiritual weapon, since it is possible that they will rule that the weapon has advantage when you are unseen even if the weapon itself can be seen.
For your third level slots, as Red Orca says, "fireball [light domain] is such a great spell that it might be optimal in spite of your Wisdom" (and your inability to squeeze advantage out of using it while unseen).
To implement all this, you will need buy-in from the other players, but that's your job as a cleric of Vhaeraun - getting people to work together to advance your own aims. In my experience, this should be done formally in Session 0, or even before this informally if you know the other players personally. [Even absent my particular idea for how to play your drow cleric, you absolutely need a Session 0 to make sure that everyone is on board with you playing an evil character]. As characters approach third level, a similar session can reveal whether the division-of-roles is working or not, and can inform decisions about Archetype selection.
Your DM has said that you will not be sharing backstories - that is ok, since in my experience no one is as interested in your character's backstory as you are. For this concept to work, though, the other players need to know what kind of character you want to play, and vice versa. Basically, you need to be explicit with each other about your characters' roles and functions in the party. The concept I have described is that of a cleric, but one that takes on the functions of scout and ranged support more typically assigned to rogues, monks, and missile martials. At the same time, your traditional cleric role of battlefield healer will be diminished by your lack of parity with a Wisdom bonus and the difficulty of staying in healing range of your teammates while in the darkness. This might not be a problem at all if no one wants to play a rogue or stealthy monk, and if there is another player who wants to be a healer (whether cleric or even bard). Even if the classes proposed don't line up easily, it's not necessarily a deal-breaker. In my experience, at this point the most important thing is to understand why people want to play the classes that they do. Someone who wants to play a rogue as a fast-talking face or deadly combat striker may be relieved that you would like to scout and disarm, as it lets them invest more strategically in their Proficiency and Expertise. Someone who wants to play a rogue because they enjoy the spotlight of solo scouting and trap disarming will be more difficult to negotiate with and ultimately your idea may not be compatible with theirs. In my experience, the most important thing is to understand what kind of fun each player wants to have so as not to intrude on their fun. As long as each person is allowed to have undiminished "core fun", they are often willing to compromise about "ancillary fun".
As one example, three players including myself were discussing character concepts when preparing for Descent into Avernus. We would be playing two characters each, and I wanted to have an elven druid and a gnoll rogue, with the backstory of the elf having raised the gnoll from a cub. My core fun would come from roleplaying the initial blind loyalty of the gnoll to the elf but the increasing tension between them as he became more powerful, independent, and tempted by Yeenoghu. My character concept made the gnoll a great scouter, but I wanted him to favor melee combat with scimitar rather than being a more effective sniper / ranged striker. Another player planned on having a human valkyrie and dwarven death domain cleric. Having the gnoll constantly in melee could have detracted from her role as tank and tank / healer, but in discussion it came out that her core fun came not from the tank role per se but from having fewer, easier decisions during combat, so she was happy to share the front line with the gnoll. The third player wanted a rock gnome witch and wood gnome bard. His core fun came from having more eccentric characters and being reactive rather than proactive. He was happy to take on the ranged support role that my rogue was lacking in return for my druid focusing on the battlefield control and tactical leadership that his bard could do but he was not interested in. Clearly all of these characters were sub-optimal, but what made us work well together as players was identifying early on where our core fun lay and making sure we could all achieve that fun without interfering with one another.