USES: Pool of 5 HP x Paladin level (resets 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.
USES: 1 free cast per Long Rest; after that costs a spell slot. 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.
USES: 2 per rest (regain 1 on Short Rest; all on Long Rest). Channel divine energy to power magical effects. 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.
USES: Shares Channel Divinity uses (see Channel Divinity 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; 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.
USES: 1 free cast per Long Rest; after that costs a spell slot. Find Steed is always prepared. 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.