Medium Any race, Soldier, Lawful Good
The Dawnguard Scout is a 4th-level spellcaster, thier spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks) they have the following Paladin spells prepared:
Dawnguard Amulet. Has resistance to Necrotic damage, creatures that deal necrotic damage to the Scout cannot heal by the amount of necrotic damage dealt.
Divine Sense (4/day). As an action, detects if there are Daedra or Undead within 60 feet; which the Scout can see, that are invisible or disguised.
Lay on Hands (20 points/day). As an action, the Scout can heal a creature up to thier points remaining. Alternatively the scout can expend 5 points to cure one disease or end one poison. Has no affect on undead or constructs.
Channel Divinity (1/halfday). Choosing from the following two options, the Dawnguard Scout can channel divinity once per short rest:
Abjure Enemy. As an action, chooses one creature within 60 feet that is visible. That creature must make a Charisma saving throw DC 12 or become frightened and immobile for the duration. Daedra and undead have disadvantage on the saving throw.
Vow of Enmity. As a bonus action, chooses one creature within 10 feet. The Scout has advantage on all attack rolls against it for 1 minute.
Crossbow Expert. Ignores the loading quality of crossbows. Being within 5 feet of a hostile creature doesn’t impose disadvantage on ranged attack rolls.
Crossbow Expert. After taking the attack option, the Scout can make an attack with their hand crossbow using their bonus action. Silver Waraxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+2 slashing damage (magical). Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120,. one target. Hit: 1d6+2 piercing damage (silver bolts, magical).
Divine Smite. Can expend one 1st-level spell slot, on a successful hit with a weapon attack, to deal an additional 2d8 Radiant damage to the target. The damage increases to 3d8 if the target is an undead or daedra.