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 constructs.
The presence of strong evil registeres 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.
As an action, you can use your channel divinity to cast a spell from your spell list up to level 5. After using your channel divinity to cast a spell above level 2, you can’t cast the same spell again with channel divinity until a long rest.
As a bonus action, you can grasp your holy symbol and vow to send your foes screaming into the afterlife. You may target a creature you can see within 30 feet of you. You deal an extra 1d6 necrotic damage to the creature whenever you hit it with an attack for 1 minute or until it drops to 0 hit points – or falls unconscious. If a creature under this effect
dies, it cannot become undead.
If you use vow of death on an undead creature, you deal an extra 1d8 damage instead of 1d6.
Additionally, you can use a bonus action on a subsequent turn of yours to mark a new creature until the 1 minute duration expires. This uses a spell slot of level 2 or higher.
You unleash the Raven Mother's divine energy, imbued with both healing and necrotic power. Choose any creature within 30 feet of you. You can
either restore a number of hit points equal to five times your cleric level, rejuvenating their spirit with the Raven Mother's healing touch, or you can unleash a burst of necrotic energy, dealing additional damage equal to 5 + twice your cleric level to the target's life force.