The glory domain focuses on the radiance of divine energy and reveling in victorious success. The gods of glory promote victory and civilization through acts of heroism, caring for the sick and driving away the forces who fight without thought or honor. Almost any civilized deity can claim influence over this domain, particularly nobility deities, sun gods, gods of light or endurance.
When you choose this domain at 1st level, you gain proficiency with heavy armor
From 1st level, your god allows you to deliver bolts of inspiration to your allies while you are engaged in battle. When you use the Attack action, you can allow an ally to make one weapon attack as a reaction. 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 a long rest.
An level two you must pick a single creature type (i.e. devils, demons, giants, etc.) to be your enemy.
As an action, you present your holy symbol and speak a prayer censuring the enemy. Each enemy that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as faraway from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s now here to move, the creature can use the Dodge action.
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you gain temporary hit points equal to 3 + the spell’s level.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.