Medium Any race, Soldier, Lawful Good
The Dawnguard Paladin is a 5th-level spellcaster, thier spellcasting ability is Charisma (spell save DC 13, +5 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 paladin cannot heal by the amount of necrotic damage dealt.
Encumbered. The Paladin has disadvantage on Dexterity (Stealth) checks to hide.
Divine Sense (4/day). As an action, detects if there are Daedra or Undead within 60 feet; which the Paladin can see, that are invisible or disguised.
Lay on Hands (25 points/day). As an action, the Paladin can heal a creature up to thier points remaining. Alternatively the Paladin 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 Paladin 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 13 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 Paladin has advantage on all attack rolls against it for 1 minute.
Sharpshooter. Attacking at long range dosen't impose disadvantage. Ranged weapon attacks ignore half and three-quarters cover.
Extra Attack. When the Paladin takes the attack action on thier turn, they can attack an additonal time with thier waraxe only.
Silver Waraxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+2 slashing damage (magical).
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 400,. one target. Hit: 1d10+2 piercing damage (silver bolts, magical).
OR Ranged Weapon Attack: +0 to hit, range 400,. one target. Hit: 1d10+12 piercing damage (silver bolts, magical, sharpshooter).
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.