You have superior vision in dark and dim conditions. You can see in dim light within 60 ft of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
You have advantage on saving throws against being charmed.
Magic can't put you to sleep.
Your oath allows you to channel divine energy to fuel magical effects. When you use your Channel Divinity, you choose which option out of Sacred Weapon, Harness Divine Power and Turn the Unholy. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinities require saving throws, these are equal to your spell DC.
You can also expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer and regain one expended spell slot of 1st level.
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty. Don't lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak and punish those who threaten them. Show mercy to your foes, but temper it with Wisdom
Honour Treat others with fairness, and let your honourable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
As an action, present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend, or undead, that can see or hear you within 30-ft of you must make a Wisdom Saving Throw. If the creature fails its saving throw, it is turned for 1 minute, or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move into a space within 30-ft of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity.
For the duration, you add your Charisma modifier (+3) to your attack rolls made with that weapon. The weapon also emits bright light in a 20-ft radius, and dim light 20-ft beyond that. If the weapon is not magical, it becomes magical for the duration.
You can end this effect on your turn freely. If you are no longer holding/carrying this weapon, or if you fall unconscious, the effect ends.
When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage.
The extra damage is 2d8 for a 1st-level spell slot. Plus if the creature is an undead or a fiend, the damage increases by 1d8 extra.
You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. You have 3 1st level spell slots
To cast one paladin spell you must expend a slot of the spell's level or higher. Divine Smite also expends a spell slot, as if you casted a spell. You regain all expended spell slots when you finish a long rest.
You prepare the list of spells available for you to cast, choosing from the paladin spell list.When you do this, choose 4 paladin spells to prepare.
You also have some spells always prepared due to your Oath.
You can change your list of prepared spells when you finish a long rest, by spending time in prayer and meditation at least equal to 1 minute per spell level.
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions.
When a spell mentions a spell save, it is against your DC of 13. When you make a spell attack, you have a +5 to hit.
Your divine magic makes you immune to disease.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level multiplied by 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or poison. You can cure multiple diseases and poisons with a single use, expending the appropriate amount of hit points in your pool.
You adopted the Duelling fighting style as your speciality.
When you are wielding a melee weapon in one hand, and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
The presence of strong evil registers on your senses like a noxious odour, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces.
Until the end of your next turn, you know the location of any celestial, fiend or undead within 60 ft of you that is not behind total cover. You know the type (celestial/fiend/undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated such as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.