When you are wielding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon., S, M
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 HP equal to your Paladin level x5. As an action, you can touch a creature and draw power from the pool to restore a number of HP to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 HP from your pool of healing to cure the target of one disease or neutralize on posion affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending HP seperatly for each one., S, M
As an action, until the end of you 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 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. You can use this feature a number of times equal to 1+ you charisma modifier. When you finish a long rest, you regain all expended uses., if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and
takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.