Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature - those points do not also restore Hit Points to the creature.
You always have the Divine Smite spell prepared.
In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
As a Bonus Action, you can use a Channel Divinity to open your awareness to detect Celestials, Fiends, and Undead.
For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type.
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 call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.
You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you.
The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).
If another Paladin is present, a creature can benefit from only one Aura of Protection at a time - the creature chooses which aura while in them.
As a Magic action, you can expend one use of this class's Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself.
Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage.
While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.
You and your allies have Immunity to the Frightened condition while in your Aura of Protection.
If a Frightened ally enters the aura, that condition has no effect on that ally while there.
When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.
When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned.
You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove
those points don#t also restore Hit Points to the creature.
Your Aura of Protection is now a 30-foot Emanation.
You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you.
The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).
You and your allies have Immunity to the Frightened condition while in your Aura of Protection.
If a Frightened ally enters the aura, that condition has no effect on that ally while there.
If another Paladin is present, a creature can benefit from only one Aura of Protection at a time - the creature chooses which aura while in them.
You radiate a protective, unseeable aura in a 30-foot Emanation that originates from you.
The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).
You and your allies have Immunity to the Frightened condition while in your Aura of Protection.
If a Frightened ally enters the aura, that condition has no effect on that ally while there.
If another Paladin is present, a creature can benefit from only one Aura of Protection at a time - the creature chooses which aura while in them.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned, Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned condition from the creature - those points do not also restore Hit Points to the creature.
You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you.
The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).
You constantly emanate a menacing aura while you are not incapacitated. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
If another Paladin is present, a creature can benefit from only one Aura of Protection at a time - the creature chooses which aura while in them.
Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you are not incapacitated.
You gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
Once you use this feature, you can not use it again until you finish a long rest.
You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you.
The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).
You and your allies have Immunity to the Frightened condition while in your Aura of Protection.
If a Frightened ally enters the aura, that condition has no effect on that ally while there.
You constantly emanate a menacing aura while you are not incapacitated. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
If another Paladin is present, a creature can benefit from only one Aura of Protection at a time - the creature chooses which aura while in them.
You radiate a protective, unseeable aura in a 30-foot Emanation that originates from you.
The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).
You and your allies have Immunity to the Frightened condition while in your Aura of Protection.
If a Frightened ally enters the aura, that condition has no effect on that ally while there.
You constantly emanate a menacing aura while you are not incapacitated. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
If another Paladin is present, a creature can benefit from only one Aura of Protection at a time - the creature chooses which aura while in them.