Seeking purity and cleanliness, devotion paladins seek to wield their divine power in the purest form. Seeing their weapons and armor as means of protection rather than means of aggression, they instead allow the sacred energies to eliminate their opposition.
You gain path spells at the paladin levels listed.
Paladin Level - Spells
3rd - Guiding Bolt, Repentance
5th - Blinding Light, Zone of Truth
9th - Holy Wrath, Dispel Magic
13th - Banishment, Guardian of Faith
17th - Dispel Evil and Good , Wall of Light
When you take this path at 3rd level, you gain the following two Channel Divinity options:
Infusion of Light : When you cast a Paladin spell that deals damage, Instead of rolling for damage, you pick the highest amount possible for each die you chose.
Light's Grace : As a bonus action, utter a prayer, and regain one expended spell slot, the level of which can be no higher than the highest level paladin spell you know.
Starting at 3rd level, Crusader Strike may now be used whenever you deal damage with a paladin spell or cantrip. Any damage caused by Crusader Strike counts as damage dealt by the spell.
Begging at 7th level, your divine magic strikes with untold wrath. You add your Charisma modifier to any damage dealt by your paladin spells or cantrips. In addition, whenever you use Crusader Strike on a Paladin spell or cantrip, you increase the size of the damage die to 1d10.
At level 15, your divine magic can cleanse anything it touches. Whenever you affect a creature with a paladin spell, you may use your Cleansing Touch feature as a bonus action with no range restrictions. It may also affect unwilling creatures.
At 20th level, you can use your action to become an embodiment of the divine. For the next minute, you gain the following benefits:
At the start of each of your turns, you regain 10 hit points. Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can’t use it again until you finish a long rest. You may also end it early as a bonus action.