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
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
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.