Level 1: Command, Heroism
Level 3: Hold Person, Zone of Truth
Level 5: Mass Healing Word, Slow
Level 7: Compulsion, Locate Creature
Level 9: Commune, Dominate
You gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).
You can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
You can use your Channel Divinity to exert the law of order over others.
When you cast a spell of 1st level or higher, you may choose to roll a d20, and choose another creature within 60 ft of you. The next attack roll, ability check, or saving throw roll that creature makes in the next minute uses the same result on the die for that roll. A creature can choose to ignore this effect in exchange for taking your Cleric level + Spelllcasting modifier in d4s of psychic damage.
You have become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.
You can use this feature a number of times equal to your Spellcasting modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.