When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action. When a creature within 5 ft. of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.
Once per short rest as an action, exhale destructive energy based on your Draconic Ancestry. Each creature in the area must make a DC 16 DEX saving throw, taking 4d6, on a failed save, and half damage on a successful one.
When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.
You can use your action to end one spell on yourself or on one willing creature that you touch 3 times per long rest.
When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction without provoking opportunity attacks.
While you are conscious, you grant all friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws
While you are conscious, you and friendly creatures within 10 ft. can’t be frightened.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Abjure Enemy. As an action, you can choose one creature within 60 ft. of you that you can see to make a WIS saving throw (DC 19). Fiends and undead have disadvantage on this saving throw. On failure, the creature is frightened and its speed is reduced to 0 (and it can't benefit from bonuses to speed) for 1 minute or until it takes any damage. On success, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Vow of Enmity. As a bonus action, you can choose a creature you can see within 10 ft. of you and gain advantage on attack rolls against it for 1 minute or until it drops to 0 HP or falls unconscious.
1 Per Short Rest
When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).
While wielding a shield and a creature you can see attacks a target other than you within 5 ft., you can use your reaction to impose disadvantage on the attack roll.
You have a pool of healing power that can restore 75 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.
As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest.
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.