The path of the templar is not an easy one. Forsaking one's past life in order to dedicate oneself to destroying evil, a templar is willing to make any sacrifice necessary if it means the destruction of that which threatens what he loves. Often delving into forbidden magics, it is not uncommon for Templars to be shunned by other light wielders.
You gain path spells at the paladin levels listed.
Paladin Level - Spells
3rd - Detect Evil and Good, Protection from Evil and Good
5th - Branding Smite, Zone of Truth
9th - Dispel Magic, Magic Circle
13th - Banishment, Locate Creature
17th - Banishing Smite , Hallow
When you take this path at 3rd level, you gain the following two Channel Divinity options.
Divine Revelation; As a bonus action, you may call upon the divine to grant you new powers. You may change one of your prepared spells for another of your Paladin spells.
Art of War; You channel your zeal to grant you increased martial prowess. You may perform a Warrior rage maneuver of your choice that you fulfill the requirements for.
When you choose this path at level 3, you begin your studies into alternative ways of wielding the light to destroy evil. You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Paladin table, or a cantrip. The chosen spells count as paladin spells for you. You can choose 2 additional spells at levels 11 and 19. If any of these spells deal damage, they deal radiant damage instead.
At 7th level, you abstain from a singular path, instead opting to adapt to whatever the situation requires. After a long rest, you may choose to change your chosen Divine Aura. At 11th level, your Divine Blessing choice can also be changed after a long rest.
In addition, you may now prepare Paladin spells after a short rest.
Upon reaching 15th level, your fanaticism to destroy evil achieves new heights. Your Divine Sense feature can sense two more creature types of your choice. In addition, your Crusader Strike deals an additional 1d8 damage to your chosen creature types.
You may change your chosen creature types at the end of long rest.
At 20th level, you can become the bane of evil. As an action, you can gain the following benefits for one minute.
You gain truesight with a range of 120 feet.
You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.
You can choose to end these benefits early as a bonus action. You may only benefit from this feature once per long rest.