Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result.
As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 14) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns.
You have a pool of healing power that can restore 15 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 5 times per long rest.
Your oath allows you to channel divine energy to fuel magical effects. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws (DC 14).
Once per long rest, you choose expended spell slots to recover during a short rest. The spell slots can have a combined level of up to 2, and none of the slots can be 6th level or higher.
As an action, you can magically assume the shape of a beast that you have seen before twice per short rest.
You can stay in beast shape for 1 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).
2 Per Short Rest
You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.