1: Domain Spells, Voice of Authority
2: Channel Divinity: Order's Demand
6: Embodiment of the Law
8: Blessed Strikes
17: Order's Wrath
Starting at 1st level, 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.
Additionally, you gain 3 skill points that must be spent on the Intimidation or Persuasion skills.
Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Sanity saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
At 6th level, you 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 proficiency bonus, and you regain all expended uses of it 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).
Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Blessed Strikes 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.