Dedicated paladins become fanatical in their devotion, instruments of retribution against those who dare defy the laws of the divine. Crusaders judging and punishing the wicked. They resolute conviction in the divine order of all things assures them that victory is inevitable.
You gain path spells at the paladin levels listed.
Paladin Level - Spells
3rd - Divine Favor, Wrathful Smite
5th - Magic Weapon, Branding Smite
9th - Blinding Smite, Holy Wrath
13th - Banishment, Staggering Smite
17th - Destructive Wave, Banishing Smite
When you take this path at 3rd level, you gain the following two Channel Divinity options.
Righteous Verdict : As a bonus action, you can utter a verdict against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute, until it drops to 0 hit points or falls unconscious.
Execution Sentence : You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
At 3rd level, when you deal damage with Crusader's Strike, all creatures of your choice within 5 feet of the target, except the target itself, must make a Dexterity saving throw against your paladin save DC or take radiant damage equal to the damage deal by the crusader strike.
By 7th level, your supernatural focus helps you close off a foe's retreat. You gain advantage on attacks of opportunity. In addition, when you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.
Starting at 15th level, those who dare to strike you are physically punished for their audacity. Whenever a creature hits you with an attack, that creature takes radiant damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.
At 20th level, you assume the form of a menacing champion of the Light. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Once per turn, if you miss an attack, you can choose reroll, you must keep the second result.
When you take the Attack action on your turn, you can make one additional attack as part of that action.
Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.