Starting at 1st level, and every odd cleric level afterwards, your number of oath spells known is increased by 1.
At 2nd cleric level, gain an extra full cleric spell slot.
At 3rd cleric level, you can spend 3 rest dice to dispell a summoned, undead, elemental, eldrich creature or similar abomination(Subject to GM) within 20 feet as an action and bonus action.
The target must make a wisdom save. The DC is equal to 8 + 1/2 your cleric level + your wisdom bonus. On a failure, the creature takes 6d8 radiant damage. On a success, they take half. Creatures not native to this plane, or summoned creatures, are banished on a critical failure, returning to their plane of origin.
If this kills the creature, you restore 1d3 rest dice and the creature is removed from the plane
At 4th cleric level, pick an upgrade from the list below:
Oathseal scribe - You can create an oathseal by spending a rest dice during a rest. An oathseal can be broken to restore 1d4 spell levels to a spell slot of choice. Gain a +2 bonus to checks made to read and decipher ancient, sacred, or arcane texts.
Light wielder - Choose a weapon group you are proficient with. You can enchant 1 weapon of this group during a rest by spending 1 rest dice. The enchanted weapon deals an extra 1d6 radiant damage. You can only have one such weapon enchantment and it lasts until long rest and can be renewed during a long rest.
Fire speaker - You gain resistance to fire damage and can change the damage type of any spell to fire. Banish costs only 1 rest dice to cast on fire and ice elementals and other fire/ice based entities(subject to GM)
Thunder caller - You can spend 1 extra rest dice when using banish to increase the damage dice by 1d8 and the range to 50 feet. While there is a storm above (Subject to GM,) this is always applied at no rest dice cost, and the damage is further increased by 1d8.
Radiant one - Banish costs 1 less rest dice when you are exposed to radiant light or sunlight. Banish deals 2d8 extra radiant damage. Your rest dice maximum is increased by 1.
Mountain walker - You gain 1 extra block at the start of combat. +7 max HP. Gain a +3 bonus to block checks. You do not suffer from the environmental hazards of low air.
At 5th level, gain a +1 bonus to history, religion, arcana, and medicine checks. Gain a +1 bonus to checks made to identify magical items, as well as to saves against cursed items.
At 6th cleric level, gain an ability of choice from the list below:
Worldly insight - Gain proficiency with a skill, save, language, weapon group, tool, instrument, and game set of choice.
Exalted soul - Gain a +1 bonus to all saves, including death saves.
Power of will - Increase your rest dice maximum by 2.
Oath insight - Your number of oath spells known is increased by your proficiency bonus.
Cleanse darkness - Banish restores +1 rest dice when slaying and/or banishing the target.
 At 6th cleric level, banish can also target creatures that oppose or go against your 1st level cleric oath.