1: Domain Spells, Sanctity of Body
2: Channel Divinity: Arcane Disruption
6: Disruptive Retaliation
8: Blessed Strikes
17: Emissary of Disruption
When you choose this domain at 1st level, your soul becomes anchored to Culminance, you have advantage on death saving throws.
Starting at 2nd level, you can use your Channel Divinity to disrupt the flow of magic in your vicinity.
As an action, you conjure an aura of disruptive energy that radiates from you in a 15-foot radius. The aura lasts until the end of your next turn. While inside the aura, any creature (including you), that attempts to cast a spell must first succeed on a Constitution(concentration) check against your spell save DC. If they fail, their spell fails to cast and the spell slot is wasted.
At 6th level, you can use your disruptive powers to drain a caster's magical energies. When you succeed on a saving throw against a spell or successfully disrupt a spell with Arcane Disruption, you can use your reaction for force the caster to make a Composure saving throw against your spell save DC. On a failed save, the caster loses an additional spell slot of the same level. If they can't, they instead suffer 1d6 necrotic damage per spell level and gain a level of Strife. You can use this feature a number of times equal to 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, you have advantage on saving throws against spells. in addition, when you succeed on a saving throw against a spell, you gain 5 temporary hit points per spell level.