You invoke the protection of Lathander to briefly envelop a creature that you touch with a thin, yet powerful defensive aura (an unwilling target can make a Wisdom saving throw to preven the spell's activation. The aura produces bright light out to 10 feet, and another 10 feet of dim light outwards. While wrapped in this aura, the affected creature has the following benefits:
Resistance to acid, cold, fire, lightning, and thunder damage
Immunity to necrotic and radiant damage
Immunity to nonmagical bludgeoning, piercing, and slashing damage
Advantage on saving throws made against effects that would reduce ability scores or maximum hit points
At Higher Levels: If you exped a 5th level or higher spell slot for this spell, then it can be cast a reaction with a range of 30 feet when the targeted creature is hit by an attack or fails a saving throw against a damaging effect, in which case the spell ends at the end of the target's next turn.
Your hands glow with a rose-red radiance, producing bright light out to 10 feet, and another 10 feet of dim light outwards. You can adjust the amount of light produced from half to double the radius.
The spell ends when you touch a creature or a nonmagical object with your hands and will the release of the magical energy that your hands are carrying, at which point one of the following effects is applied:
Object: If the object fits within a 5-foot space, all tears and fractures within the object are mended. If the object is larger than a 5-foot space, then a section of it (in contact with your hand) that can fit within the maximum capacity of the space is mended.
Creature: The creature regains 1d10 hit points, and has one level of exhaustion removed from it.
At higher levels. If you expend a spell slot with a higher level than 2nd for this spell, then you double the maximum size of the affected object, increase the number of hit points regained by 1d6, and increase the number of levels of exhaustion removed by one for every level above 2nd.
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 1d8 for each Spell Level higher than 1st, to a maximum of 5d8.
The damage increases by 1d8 if the target is an Undead or a fiend.
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. 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.
(holy symbol) You can use your Channel Divinity to utter ancient w ords that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet o f you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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 to a space within 30 feet o f you. It also can’t take reactions. For its action, it can use only 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.
If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see.
The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
You can use your action to exhale destructive energy. Your Draconic ancestry determines the size, shape, and damage type of the exhalation.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.
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 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 onstructs.