Base Class: Paladin
"Light-talent fairies are Never Fairies who can control and bend light at will, such as moving sunbeams into a different position and catching dots of light from a light source (be it the sun, moon or even car headlights). Looking directly at the sun without adverse effects or understanding Lightlogy is also exclusive to light-talents. Quick-witted and literally bright, they are perfectionists who love to be in the spotlight. Those responsible for keeping Pixie Hollow brightly glowing after sundown, light fairies also loves to train fireflies to work as lanterns and torches. One of their special abilities is to create and manipulate rainbows"
- Courtesy of Light Fairy Talent Wiki
Level 3: Light Bending
| Paladin Level | Spells |
|---|---|
| 3 | Protection from Evil and Good, Shield of Faith |
| 5 | Aid, Moonbeam |
| 9 | Beacon of Hope, Daylight |
| 13 | Guardian of Faith |
| 17 | Sunbeam, Sunburst |
Level 5: Sacred Weapon
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.
The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.
You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.
Level 10: Light Talent Talents
You gain access to extra spells aka light-bending abilities and cannot be blinded by forms of light.
Level 15: Smite of Protection
Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.
Level 20: Sunny Nimbus
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.
Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
Sunlight. The aura is filled with Bright Light that is sunlight.