No-Spells Paladin (3.5e Alternate Class Feature)
From D&D Wiki
Rather than expressed outward through cast spells, the holy might within you is concentrated on your mortal form, making you a stronger champion of good.
Replaces: Paladin Spells
Benefit: Upon reaching level 4, you gain a holy bonus of +2 to damage rolls vs evil creatures. At levels 8, 12, 16, and 20, this bonus increases by an additional +2, to a maximum of +10 at level 20. You also gain energy resistance (all types) and damage reduction equal to this bonus.
Furthermore, when you reach level 4, you glow at all times with celestial power, emitting light as per the spell. You may conceal this light if you choose, but only as a conscious decision. The light is Holy, causing discomfort to evil creatures. Note that this light cannot be concealed while using the paladin's Smite Evil ability, Lay on Hands, Turn Undead, or Remove Disease.