At 7th cleric level, when learning new cleric spells, you can learn spells from any class of magic(arcane, mystic, occult, oath,) so long as they are one of the following:
A spell that grants healing to the caster or their allies.
A spell that grants temporary health or arcane health.
A spell that grants a bonus to AC, max HP, or save bonuses.
These spells are still cast as cleric spells that use your cleric casting attribute(wisdom.) and with your cleric spell slot mechanics.
At 7th cleric level, you gain 2 full level spell slots that can only be used for white arcana spells(any spells that would fit the white arcana requirements.)
At 7th cleric level, learn 3 extra oath or white arcana spells.
At 8th cleric level, choose one upgrade from the list below:
Annointed one - White arcana is now expanded to include all divination spells. You now possess a faint halo effect which may be revealed or hidden at will, sheds a light at a 20ft radius, grants immunity from blindness and deafness. Learn a white arcana spell.
At peace - White arcana is now expanded to include spells that remote, grant immunity from, allow rerolls for, or grant protection from negative conditions but do not directly deal damge (Subject to GM.) You are immune to fear, compulsion, and charm effects. Gain a +2 bonus to insight checks. You restore 1 extra rest dice every rest.
Shield-priest - White arcana is now expanded to include spells that grant block, temporary block, or increases to ability scores. Gain proficiency with large shields. Gain proficiency with medium armor. If already proficient, gain proficiency with heavy armor. If alredy proficient with heavy armor, learn an extra white arcana spell of a level you can cast. You gain +1 temporary block at the start of combat.
Wise one - White arcana is now expanded to include spells that grant awareness of evil or danger (subject to gm.) Learn 3 extra cleric or white arcana spells. Your rest dice maximum is increased by 1.
Saving spirit - White arcana is now expanded to include all spells that have the ability to revive a fallen creature. Learn one such spell(specifically revive, not cleric or white arcana. It can be of any class of magic.) Gain a +1 bonus to all saves, including death saves.
At 8th cleric level, you may spent up to as many rest dice as your constitution bonus -1 (min 1.) as an action, gaining one of the following effects based on the number of rest dice spent:
1 - restore 1d4 - 1(min 1) levels to a spell slot that is depleted. This cannot bring it above the maximum.
2 - restore a total of 1d3 levels to spell slots that are depleted, in any combination, or to an entirely spent spell slot. This cannot bring any spell slot above the maximum level you can cast.
3 - restore a total of 1d4 levels to spell slots that are depleted, in any combination, or to an entirely spent spell slot. This cannot bring any spell slot above the maximum level you can cast.
4 - restore a total of 1d4 +1 levels to spell slots that are depleted, in any combination, or to an entirely spent spell slot. The spent spell slot can exceed your maximum spell level.
At 9th cleric level, you can attempt divine intervention, on either yourself or an ally within 20ft. Roll 1d6 and spend as many rest dice as the result, rolling them and recording the result.
The resulting amount can be added to any of the following: an attack, block, save, or skill check, a healing roll, a damage roll, a d100 roll, or a roll for determining distance or duration.
At 10th cleric level your rest dice maximum is increased by 3.
At 11th cleric level, your white arcana is expanded to include 3 spells of choice. These spells must NOT deal necrotic damage, acid damage, create undead or similar abobinations, or include the word "profane" or "dark" in the title, unless the name stands in opposition to the term.
At 12th cleric level, the range of all your spells is overridden to instead also allow bypassing their range, instead having a range of "creatures exposed to light that you have created, cast, invoked, or summoned."