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Vow of Enmity.

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(Channel Divinity) As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet
of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Abjure Enemy.

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As an action, you present your holy symbol and speak a prayer of denunciation, using your ChanneI Divinlty. Choose one creature within 60 feet of you that you ean see. That ereature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on
this saving throw.

On a failed save, the creature is frightened for I
minute or until It takes any damage. While frightened, the creature's speed is 0, and It can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for I minute or until the creature takes any damage.

LAY ON HANDS

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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 leveI x 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 neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

DIVINE SENSE

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The presence of strong evil registers on your senses like a noxious odor, 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 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance).

Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, 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.

AURA OF PROTECTION

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Starting at 6th leveI, whenever you at a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.

Channel Divinity

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Your oath allows you to channel divine energy to fuel magical effects. Each ChanneI Divinity option provided by your oath explains how to use it.

When you use your ChanneI Divinity, you choose
which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws.

When you use such an effect from this class, the DC equals your paladin spell save DC.

Divine Smite

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Starting at 2nd leveI, when you hit a creature with a
melee weapon attack, you can expend one paladin spell
slot to deal radiant damage to the target, in addition to
the weapon's damage. The extra damage is 2d8 for a
1st-levei spell slot, plus ld8 for each spelllevel higher
than 1st, to a maximum of 5d8. The damage increases
by ld8 if the target is an undead or a fiend.


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