3 first-level slots, spells have to be prepped the long rest beforehand

Mercy-From-a-Barren-Earth of the Weeping Mountains Clan
Personality
Bonds
The Temple of Growth & its associated branches
Bonds
I owe my life to the Priest who took me in when my parents died.
Mannerisms
I quote (or misquote) sacred texts and proverbs in almost every situation. Mercy is the kind of panda who eats, shoots, and leaves.
Mannerisms
I have complete faith in Trekus & trust that She will guide my Actions. I have faith that if I work hard, I will prosper.
Mannerisms
My piety sometimes leads me to blindly trust those that profess faith in my god.
Catchphrase
I'm a grower, not a shower
Bonds
The Temple of Growth & its associated branches
Bonds
I owe my life to the Priest who took me in when my parents died.
Mannerisms
I quote (or misquote) sacred texts and proverbs in almost every situation. Mercy is the kind of panda who eats, shoots, and leaves.
Mannerisms
I have complete faith in Trekus & trust that She will guide my Actions. I have faith that if I work hard, I will prosper.
Mannerisms
My piety sometimes leads me to blindly trust those that profess faith in my god.
Catchphrase
I'm a grower, not a shower
Abilities
Unorganised
Dwindling Species - Race
Pandas don't fuck. Disadvantage on horny checks
Shelter of the Faithful - Background
You might also have ties to a specific temple As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Channel Divinity: Oath of Vengeance - Class
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.
On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Channel Divinity: Abjure Enemy: 1 Action
Channel Divinity: Vow of Enmity: 1 Bonus Action
Divine Health - Class
By 3rd Level, the Divine Magic flowing through you makes you immune to disease.
Divine Sense - Class
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.
Divine Smite - Class
Starting at 2nd Level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend.
Great Weapon Fighting - Class
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Lay on Hands - Class
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.
Pandability - Feat
Panda's are adept in nature in history as one of the most valued and rare creatures in their region. Lore and where you come from is important to these dwindling creatures.
+2 in Nature and History related checks
Polearm Master - Feat
- When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
- While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Panda Mobility - Race
Panda Tabaxi have a climbing speed of 20 and a swimming speed of 15
Saving Throws - Feat
+2 on Charm and Street Smarts saving throws