Its pretty straight forwards. War clerics, for the most part, are going to relying on their spells for the most part, and only attacking with a weapon in place of a cantrip. Their main tactic is generally going to either be buffing spells, or relying on something like Spiritual Weapon. Wisdom is primary stat, period. You want it as high as possible.
Since you have heavy armor, you can easily go Dex or Strength for your secondary stat. Some people like going Wood Elf for that longbow proficency here, but its not necessary. Go whichever direction you'd like and fits your character ideal.
Skills involve Perception, Insight, Religion (if no one with better Int is), and either Athletics or Acrobatics (grappling/pushes in melee).
For feats, you're going to want to look at something that boosts your Concentration saves first (either Resilient (Con) or War Caster).
Early spell options include Healing Word, Guiding Bolt and Bless, all very good choices.
You can stand back and cast or use war priest uses to get up in peoples faces have 2 attacks.
As Mephista says access to lvl2 spells you can use spiritual weapon to attack along with Sacred Flame cantrip each round. You also have use of guiding bolt which is 4d6 dmg and give advantage to the next attack for a lvl1 spell which is nice.
For my war cleric, I am lvl 9 now, so max wis (20), then con(17) & str (16) currently I think to have health and hit things harder. grabbing warcaster as a feat so you can use spells for attacks of opp.
Having a variety of damage types for cantrips is really useful actually.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
If the link doesn't work, he's wearing Chainmail armour and sporting a warhammer/Shield plus handaxe. Spells i've currently gone for
Scared Flame (C)
Word of Radiance (C)
Toll the Dead (C)
Cure Wounds (S)
Divine Favor (S)
Guiding Bolt (S)
Inflict Wounds (S)
Shielf of Faith (S)
I notice that you spent all your cantrips on damage cantrips. Having a variety of damage types is nice, but you should probably get some utility. In particular, you're probably going to want Guidance. Cast it any time you're not concentrating on anything else and note that you'll be recasting it any time it runs out of duration. Use it to boost as many ability checks as you can. At level 1 this is a pretty big deal, adding more than proficiency does on average (and stacking with it, to boot). Also don't forget that it works on Initiative and the like!
As for spells, Guiding Bolt and Command are indeed good choices to have a ranged and/or control option to complement your warhammer and divine domain feature. Inflict Wounds you can probably skip on a typical day, since you already are pretty good at dishing out melee damage without the aid of spell slots in a pinch (just use your attack + bonus action attack from your divine domain). It would be a really good idea to have Healing Word at the ready. Sure, it heals a little less than Cure Wounds, but it more than makes up for this with the fact that it's a ranged bonus action. Keep a slot ready with this in case someone is dropped to 0 hit points, so that you can pop them back up easily. Another good bread and butter spell to consider is Bless; you'd be surprised how much the average damage of your party can go up from that extra accuracy, not to mention the benefits of making a few more saves. However, the fact that you already get a couple of Concentration choices from your Domain makes this slightly less of a priority than it would normally be.
Cantrip Choices: (Guidance), (Sacred Flame or Toll the Dead), (Light, Mending, Thaumaturgy, Sacred Flame, or Toll the Dead). Why not Words of Radiance? Because you do not have nor will you ever get Potent Spellcasting, and because in the odd situations where you might actually want to use it, you might want to use your breath weapon instead (which does more damage, and targets a more vulnerable saving throw). Most of the time when you're in melee you're going to want to smack something with an Attack action instead... sometimes even when there are multiple targets near you. Why ever consider Sacred Flame over Toll the Dead? Mostly because Radiant damage is resisted less often than Necrotic. It's a judgment call.
Spell choices for a typical adventuring day:
Automatically Prepared: (Divine Favor), (Shield of Faith) - Provided by your Divine Domain. Decent uses of your concentration, if not quite as good as Bless. Still, nice to have if you want to use a slot on something other than Bless.
Prepared Slot 1: (Healing Word) - A must-have, this can save your party members in so very many situations, and it's action- and positioning-efficient.
Prepared Slot 2: (A non-melee option, either Command, Guiding Bolt, or Bless) - When cantrips just aren't enough.
Prepared Slot 3: (a useful utility, probably a ritual, like Detect Magic) - Utility is important! Moreover, you've only got two spell slots at level 1... but rituals don't expend spell slots. You're basically just leaving magical power on the table if you don't have any rituals. Detect Magic is an example of a generally handy one.
Prepared Slot 4: (Another one of the kind of options you'd pick for 2 or 3, or Cure Wounds).
Throughout the day you'll want to be resource-efficient. In a given day, you've got 2 spell slots, 2 bonus action attacks, 1 breath attack per short rest, and unlimited use of cantrips and whatever rituals you've prepared. You should plan to make that last for as many encounters as possible, so use things when you really need them. Don't blow Healing Word just because someone got a papercut, use it when someone gets dropped to zero in the middle of a combat. Use your buffs to prepare before entering what you think will be one of the day's more challenging rooms (like a boss chamber). Use your rituals, cantrips, and normal attacks as often as possible. Use your bonus action attack when there's a dangerous foe you want to burst down. And use your breath weapon whenever you've got a good opportunity (e.g. multiple foes lined up).
Some good advice in here from the others, which will help me in future as well!
I found the last time I played a War Cleric (Half-Orc), that the utility of the class is extremely nice. Our group was not "balanced" at all (everyone else were damage dealers), so I actually had to do the "tanking" as well as the healing. Being a War Cleric gave me the freedom required to fill both rolls quite well, just follow the advice the others have given above regarding the spells you prepare and you are good to go!
What's also nice to remember is that the War Cleric's Channel Divinity feature pairs well with the Great Weapon Master Feat. The ability to add +10 to a couple of attack rolls make the -5 from the feat easier to overcome. This makes players more likely to use this feature of the feat increasing party damage.