You have a healing pool equal to 5 x your Paladin level in HP; refreshed on Long Rest. As a Bonus Action; touch a creature to restore any number of HP from the pool. You can also expend 5 HP from the pool to remove the Poisoned condition (those points don't also heal).
You can use the mastery properties of 2 weapon types of your choice (must be proficient). You can change your chosen weapons whenever you finish a Long Rest.
Choose one Fighting Style feat at Level 2. Options: Defense (+1 AC in armor); Dueling (+2 damage one-handed weapon); Great Weapon Fighting (reroll 1s and 2s on damage dice with two-handed weapons); Protection (Reaction to impose Disadvantage on an attack vs. an adjacent ally). CHOICE NOT YET MADE.
Divine Smite is always prepared. Once per Long Rest you can cast it without expending a spell slot. After that free use; casting it again costs a spell slot as normal.
Channel divine energy to power magical effects. 2 uses per rest (regain 1 on Short Rest; all on Long Rest). Effects: Divine Sense (Bonus Action) — detect Celestials; Fiends; and Undead within 60 ft for 10 minutes; also detects consecrated or desecrated places. Vow of Enmity — see separate card.
When you take the Attack action; expend 1 Channel Divinity use to utter a vow against a creature you can see within 30 ft. You have Advantage on attack rolls against it for 1 minute or until you use this again. If it drops to 0 HP before the vow ends; transfer the vow to another creature within 30 ft (no action required).
When you take the Attack action on your turn; you can attack twice instead of once.
Find Steed is always prepared. Once per Long Rest you can cast it without a spell slot. Summons a spirit as a Large mount of your choice (warhorse; pony; camel; elk; or mastiff). The steed is intelligent; shares your initiative; and can communicate with you telepathically within 1 mile.