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 HP equal to your Paladin level x5. As an action, you can touch a creature and draw power from the pool to restore a number of HP to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 HP from your pool of healing to cure the target of one disease or neutralize on posion affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending HP seperatly for each one., S, M
As an action, until the end of you next turn, you know the location of any celestial, fiend or undead within 60 feet of you that is not behind total cover. You know the type 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. You can use this feature a number of times equal to 1+ you charisma modifier. When you finish a long rest, you regain all expended uses., if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and
takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. Creatures within your reach provoke opportunity attacks even if they took the Disengage action. When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.