1: Domain Spells, Heart of the City
2: Channel Divinity: Spirit of Civilizations
6: Keeper of Mortals
8: Blessed Strikes
17: Patron Saint of Civilization
From 1st level, you are able to tap into the spirit of the community found in the city. While you are within any settlement, you gain advantage and an expertise dice on a single Charisma check. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Starting at 2nd level, you can use your channel divinity to call on the spirits of the civilizations that inhabit your surrounding for aid. As an action, you present your holy symbol, affecting objects on your surroundings to an extent, you can cause doorways and windows to open or close, make light sources shine on, or off, slam gates and portcullis closed ( light sources and threshold effects last for up to a minute), make hanging objects drop to the ground, or other similar effects.
Additionally, each hostile creature within 30 feet of you must make an Anchor saving throw against your spell save DC. On a failed save, the creature is knocked prone, restrained, and/or surrounded by difficult terrain caused by environmental hazards present in the immediate vicinity (such as localized ground quakes, shattering of windows, being enveloped by hanging tapestry or clothes, or by a clothesline). A restrained creature can escape by making a successful Strength (power) or Dexterity (escape artist) check against your spell save DC.
This feature is entirely local and affects only objects and terrain within 30 feet of you. Determination of what objects are available within range and how the physical effects of those objects manifest are left to the Narrator.
Beginning at 6th level, when you cast a non-harmful spell that affects a certain number of allied or willing creatures, you can affect a number of additional creatures equal to your Charisma bonus (minimum of 1). You can use this feature a number of times equal to half your proficiency bonus. You regain expended uses when you finish a long rest.
You are blessed with divine might in battle. Starting at 8th level, once per round, when you would deal damage to a creature with a weapon attack or a cleric cantrip, you may deal an additional 1d8 points of damage of a type appropriate for you domain (see Narrator). At 14th level, the additional damage with weapon attacks increases to 2d8 (cantrips still only deal an additional 1d8).
At 17th level, your link with the underlying spirits of civilizations and your unwavering sense of duty to them and all the others who fall under the protection of your domain drives you to be an insurmountable force against any opposing forces that threaten those under your care. You gain immunity to the blinded, deafened, frightened, paralyzed and poisoned conditions when those are imposed through magical or poisonous means.