Use your Channel Divinity to mark another creature's life force for termination.
As an action, choose one creature you can see w/in 30 ft. of you- curse it until the end of your next turn.
The next time your or an ally of yours hits the cursed creature with an attack, do double damage to it. The curse ends after this.
You gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life.
As an action, you can magically detect undead.
Until the end of your next turn, you know the location of any undead w/in 60 feet of you that isn't behind total cover and isn't protected from divination magic.
This sense doesn't tell you anything about a creature's identity or capabilities.
# of uses = Wisdom modifier
Regain all uses when you finish a long rest
Expend a use of Channel Divinity to fuel your spells.
As a bonus action, regain one expended spell slot. The level cannot be higher than half your proficiency bonus (rounded up).
# of times it can be used is based on your level:
1 use starting @ 2nd level
2 uses starting @ 6th level
3 uses starting @ 18th level.
Regain all uses after a long rest
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can hear/see you w/in 30 feet must make a WISDOM SAVING THROW. If the creature fails, it is turned for 1 minute (or until it takes any damage).
Turned creatures must spend its turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet 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.
Use soothing music or oration to help revitalize wounded allies during a short rest. If any friendly creatures regain hit points during a short rest, each one regains an extra 1 die of hit points.
Die type per level:
1d6 starting at level 1
1d8 starting at level 9
1d10 starting at level 13
1d12 starting at level 17
Inspire others through stirring words or music. Use a bonus action on your turn to choose one creature other than yourself w/in 60 feet who can hear you. That creature gains (1) Bardic Inspiration die.
Within the next 10 minutes, the creature can roll the die and add the # to one ability check/attack roll/saving throw it makes.
The creature can wait until *after* rolling the d20 to decide to use the B.I. die, but must decide before the DM says if the rolls succeeds or fails. Once used, the die is lost. A creature can only have 1 B.I. die at a time.
# of Bardic Inspiration die = Charisma Modifier
Regain all uses after a long rest.
Die: d6 @ lvl 1, d8 @ lvl 5, d10 @ lvl 10, d12 @ lvl 15
(Sorcery Points or Spell Slots) You can expend one Spell Slot and gain a # of Sorcery Points equal to the slot's level.
You can transform unexpended Sorcery Points into one Spell Slot on your turn.
1st Level Spell Slot = 2 Sorcery Points
2nd Level Spell Slot = 3 Sorcery Points
3rd Level Spell Slot = 5 Sorcery Points
4th Level Spell Slot = 6 Sorcery Points
5th Level Spell Slot = 7 Sorcery Points