This subclass has received significant changes
Level 1: Divine Favor, Shield of Faith
Level 3: Magic Weapon, Scorching Ray
Level 5: Crusader’s Mantle, Conjure Barrage
Level 7: Freedom of Movement, Wall of Fire
Level 9: Holy Weapon, Steel Wind Strike
At 1st level, you gain proficiency with martial weapons and heavy armor.
Beginning at 1st level you use weapons as a symbol of your faith. You can use the Signature Mastery of any weapon or shield that you wield and you can use any weapon as a spellcasting focus for your Cleric Spells.
Mastery Ability
Strength or Dexterity is your Mastery ability for your weapon masteries, meaning you use your Mastery ability modifier when setting the DC for a any masteries that impose a saving throw.
Mastery Save DC = 8 + your Proficiency Bonus + your Mastery modifier
Starting at 1st level, when an allied creature misses an attack roll against a creature within 30 feet of you, you can use your reaction to grant that ally a bonus to the roll equal to your proficiency bonus, possibly turning the miss into a hit.
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
At 6th level, your god delivers bolts of inspiration to you while you are engaged in battle. When you cast a spell on your turn, you can make one melee weapon attack as a bonus action. You can use this feature three times and you regain all expended uses when you finish a short or long rest.
In addition, when you ready a weapon at the start of your turn, you can choose one of that weapon’s additional mastery properties to gain until the start of your next turn.
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 damage of the same type dealt by the weapon 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 attacks.