Like priests who serve the Light, holy paladins are devout in their faith. After spending much of their lives in hallowed halls studying divine doctrine, those who pledge themselves to a holy order become beacons of the Light for their allies in conflict, taking up the heavy armor and weaponry of justice. The truth and virtue of the Light imbues these sacred knights with the power to revitalize their comrades.
You gain path spells at the paladin levels listed.
Paladin Level - Spells
3rd - Protection from Evil and Good, Heroism
5th - Aid, Lesser Restoration
9th - Beacon of Hope, Revivify
13th - Aura of Life, Aura of Purity
17th - Holy Weapon, Mass Cure Wounds
When you take this path at 3rd level, you gain the following two Channel Divinity options.
Emissary of Light : You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes
Light of the Dawn : As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your paladin level if it has no more than half of its hit points.
At 3rd level, whenever you hit an enemy with Crusader Strike, you can choose an ally within 10 feet of you to regain hit points equal to half the damage dealt by the Crusader Strike.
At 7th level, you can learn an additional Divine Aura. This aura's range is increased to 30 feet at level 18.
By 15th level, you have learned how to balance restoring your allies and punishing your enemies. When you use your action to use Lay on Hands, Cleansing Touch or cast a spell or cantrip, you can make one weapon attack as a bonus action.
At 20th level, as an action, you can transform into an avatar of virtue. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Any magical darkness in the area of bright light is dispelled when you activate this feature. In addition, you gain the following benefits:
You gain advantage on all Charisma checks. Whenever an enemy creature starts its turn in the bright
light, the creature takes 10 radiant damage.
You have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.