At 1st cleric level, gain proficiency with medium armor, light shields, and 2 martial weapon groups of choice.
At 2nd cleric level, you can spend 1 rest dice to cause a melee bludgeoning weapon or melee spell attack to deal 2d6 extra damage. You can only do so once per turn.
At 3rd cleric level, you take on the tradition of favoring spells.
At every oath spell level known, designate one spell you known as a favored spell. This also applies when you gain higher levels of spells known.
Once chosen, the favored spell cannot be switched out.
Per long rest, you gain a number of favor points equal to your total level. It can be used to cast favored spells. You must spend a number of points equal to the spells would-be level.
At 4th cleric level, choose one ability from the list below:
Aura - Gain a +1 bonus to all saves. This increases to +2 at 7th character level. You may grant an ally within 30 feet a +2 bonus to a saving throw as a reaction.
Blessed health - max HP is increased by 5, gain a +1 bonus to strength, Might deals an extra 1d6 damage.
Counter magics - You can spend 2 rest dice to cast dispel magic. The target must be a spell targeting you or a creature or object within 15 feet. Gain a +1 to arcana checks. This bonus is doubled if your intent is to destroy, dispel, or vanquish the object or subject of study.
Evil slayer - If you slay an undead, fiendish, or evil otherworldly creature with Might, the rest dice cost of it is restored, and you restore 1 favored spell point.
Innate power - Learn a minor and major hex.
Inspiring call - You may spend an action, a bonus action, and a move action to inspire all allies within hearing, restoring 1 rest dice to them. You can do so only once per long rest, and an ally cannot benefit from it more than once per rest.
Will to power - Your rest dice maximum is increased by 1. You may spend a rest dice to restore 1d4 favored spel points.
At 5th cleric level, choose an upgrade:
Final stand - You may spend 1 block in place of a rest dice to use Might. You can also choose to dispel an AC providing or temporary block providing spell in place of spending a rest dice for Might.
Rune power - Learn a greater rune hex. Upgrade it once.
Great power - You may use Might once per rest without spending a rest dice. Might deals an extra 1d6 damage.
Oathkeeper - When might is used to slay opponents of your cleric Oath, or malignant or malevolent entities, you regain 1 rest dice.
Scroll wisdom - Your favored spell slot's maximum level is increased by 1. You can expend levels of your favored spell slot for other spells known. You restore 1 level of your spell slot(or regain it at 1st level if expended) every time you finish a rest.
Shield of faith - You gain a +1 bonus to AC against attacks from enemies that are opponents of your cleric oath, and gain 1 temporary block at the start of combat when engaging with such creatures or entities. You gain advantage to saves vs disease and curses.
Truly blessed - Gain another templar blessing. Reduce all magical damage you take by 1.
At 6th cleric level, choose one ability from the list below:
Burning might - The melee weapon used for Might retains power after it's attack. For the following 2d4 turns, the weapon deals an amount of extra fire damage equal to the number of turns remaining. Gain proficiency with smiths tools.
Exemplar - Gain an extra templar blessing and trait. Gain +1 to an ability score of your choice.
Un-flinching- Your insight, perception, investigation, and religion checks gain a +2 bonus. You gain 5 save rerolls per long rest.
Vessel - You regain 2 spell levels for your favored spell slot every rest. This can regain the spell slot if it is missing. Rest dice maximum is increased by 1.