(unless incapacitated) You emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus (+4).
At 18th level, the range of this aura increases to 30 feet.
(unless incapacitated) As a Bonus Action, you can 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.
(unless incapacitated) You gain the following benefits.
Concentration.
You have Advantage on Constitution saving throws that you make to maintain Concentration.
Reactive Spell.
When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.
Somatic Components.
You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.
(unless incapacitated) You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.
(none) Starting at character level 5, you can change your size to Large as a Bonus Action if you’re in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.
Uses:
◯ / Long Rest
(none) As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.
Uses:
◯ ◯ ◯ ◯ / Long Rest
(unless incapacitated) 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.
(unless incapacitated) 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.
You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.
As a Magic action, you can expend on use of this class’s Channel Divinity to overwhelm foes. As you present your Holy Symbol or weapon, you can target up to 3 creatures that you can see within 60 ft. Each one must make a DC 15 Wis. saving throw or have the Frightened condition for 1 minute, or until it takes damage.
While Frightened, a target can only do one of the following on its turn: move, take an action, or take a Bonus Action.
(none) You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.