Divine Sense
The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
Lay on hands
Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.
This feature has no Effect on Undead and Constructs.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Smell
You have advantage on Wisdom (Perception) checks that rely on smell.
Enfeebling Bite
Your bite is a natural weapon you can use to make unarmed strikes. Your bite counts as a finesse weapon, and as such, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier.
When you hit with your bite, you can have the enemy make a Constitution save against a DC equal to 8 + your proficiency + your Wisdom modifier or they deal only half damage with weapon attacks that use Strength until the start of your next turn. You can use this ability a number of times equal to your proficiency and you regain all uses when you finish a short or long rest.
Fighting Style- Dueling
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
Divine Health
By 3rd Level, the Divine Magic flowing through you makes you immune to disease.
ASI/Feats-
Level 1- Skill expert- Prof in Acrobatics, and expertise stealth. +1 Dex
Level 4- +2 Cha
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Loyalty 3: Your time spent in the company of rogues and kidnappers has taught you much of their hidden language and mannerisms. You learn Thieves' Cant.
Loyalty 5: The time and effort you have put into the Hand is noticeable while you wear the hat in your confidence and stride. You gain advantage on Intimidation and Persuasion checks to convince a mark to come quietly and without a fuss, and to convince guards to let you pass without incident.
Class/Racial Features & Traits