Until the end of your next turn, you know the location and type of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.
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 use this feature a number of times equal to (1 + your Charisma modifier). When you finish a long rest, you regain all expended uses.
PEERLESS ATHLETE
As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, you can carry, push, drag, and lift twice as much weight as normal, and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
INSPIRING SMITE
Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.
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.
(Can restore up to (Paladin Level x 5) hit points.) 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 hit points equal to your paladin level x 5.
As an Action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
(Costs 1 Spell Slot of a level of your choice) When you hit a creature with a melee weapon attack, you can expend a spell slot to deal radiant damage to the target, in addition to the weapon's damage.
The extra damage is 2d8 (+1d8 for each spell slot higher than 1st, to a maximum of 5d8).
The damage increases by 1d8 if the target is an undead or a fiend.