Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the succubus Lady Amandine, for instance). 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 start with the following equipment, in addition to the equipment granted by your background:

Divine Aether At 2nd level the conviction you hold in your heart can be manifested in the form of light-attuned aether. You learn the light cantrip. You can also channel this divine energy to fuel powerful magical effects. You gain one of the following options, as determined by your Righteous Oath. At 9th and 15th levels, you can choose one more option from this list. Some of your Divine Aether features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Divine Aether save DC = 8 + your Proficiency Bonus + your Wisdom modifier Atonement: Once per turn, when you hit a creature with a melee weapon attack, you can expend a charge of Divine Aether to deal an additional 2d8 radiant damage to the target, in addition to the weapon's damage.

Clemency: As an action, you can expend a charge of Divine Aether to restore 1d8 hit points to a creature you can see within 30 feet.

Holy Spirit: As an action, you can expend a charge of Divine Aether to engulf a creature within 60 feet with scouring light. The target must make a Dexterity saving throw or take 3d8 radiant damage. The number of available Divine Aether charges is shown in the Paladin table. You regain all your Divine Aether when you finish a long rest

Cover A Paladin's highest imperative is to defend their charge with body and soul. Starting at 3rd level, you can designate an ally you can see as your ward when you complete a long rest. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to spot threats to your ward. In addition, when you are within 5 feet of your ward, and they are the target of an attack that you can see, you can use your reaction to swap places with your ward. You then become the target of the attack.

Channel Conviction At 6th level, your practice with your rudimentary divine magic has enabled you to unleash it to a greater degree. Whenever you use one of the options granted to you by your Divine Aether, you can expend an additional charge of Divine Aether, to a maximum total of 2, to increase the damage or healing done by 1d8 per additional charge. You can expend a total of 3 charges at 9th level, a total of 4 charges at 13th level, and a total of 5 charges at 17th level.

Flash Starting at 10th level, you can expend a charge of Divine Aether to cause light to erupt forth from your body. All creatures of your choice within 10 feet of you must make a constitution saving throw against your Divine Aether DC or become blinded until the end of your next round.

Vigilance At 11th level, you can designate a second ally as your ward when when you complete a short or long rest. As an action, you can shift your protective focus, changing one of your ward designations to another ally you can see.

Confiteor At 18th level, your conviction in battle can manifest as a colossal surge of light, scorching all in its wake. When your Requiescat, Sentinel, or Fight or Flight feature ends, you can choose a creature within 60 feet that you can see. A final burst of divine energy occurs at the target's location. The target and all creatures within 20 feet of it must make a Dexterity saving throw against your Divine Aether save DC or take #d6 radiant damage, where # is the amount of Divine Aether you expended during the feature's duration. On a successful save, they take half damage.