Warlock
Base Class: Warlock

Sent from the gods and bestowed a gift of radiance, you use the energy the celestial beings have given you to appease them and further their agenda. As a result of your pact with the gods, you are able to experience the light that illuminates the multiverse in its most primal state. 

Having access to such power can cause changes in your behavior and beliefs. Perhaps you'll find yourself driven to destroy the undead, to defeat foes, and to protect the innocent. Occasionally, your heart may also be filled with a longing for the celestial realm, and that longing might drive you to wander that paradise for the rest of your days. Nevertheless, you know that your present mission is among mortals, and you are bound by your pact to bring light to those places of darkness.

Expanded Spell List

The Godsend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Godsend Expanded Spells

Spell Level Spells
1st bless, cure wounds
2nd flaming sphere, scorching ray
3rd revivify, fireball, haste
4th guardian of faith, wall of fire
5th flame strike, greater restoration

Bonus Cantrips

At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Restorative Light

Starting at 1st level, you gain the ability to channel the celestial energy given to you in order to restore wounds. You have a pool of d6s that you can spend to fuel this healing. The number of dice in this pool is equal to 1 + you warlock level.

As a bonus action, you may heal one creature you can see that is within 60 feet of you, using up the dice from your pool. The maximum number of dice you can spend at once is equal to your Charisma modifier (minimum of 1). Roll the dice that you want to spend, add them together, and restore a number of hit points equal to the total rolled.

You regain expended dice from your pool when you finish a long rest.

Divine Warrior

At 1st level, you acquire the training necessary to effectively arm yourself in battle. You gain proficiency with medium armor and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Gleaming Soul

Starting at 6th level, your link to the gods allows you to act as a conduit for their radiant energy. Whenever you cast a spell that deals fire or radiant damage, you can add your Charisma modifier to one fire or radiant damage roll of that spell against one of it's targets.

Divine Resilience

At 10th level, you gain resistance to the dark influences of the evil gods. You gain resistance to necrotic and radiant damage.

Scorching Vengeance

Starting at 14th level, the radiant energy you channel from the gods allows you to resist death. Whenever you make a death saving throw at the start of your turn, you may instead spring back to your feet with a burst of radiant energy. You regain an amount of hit points equal to half your hit point maximum, and stand up if you choose to do so. Each creature of your choice within 30 feet of you takes radiant damage equal to 2d8 + you Charisma modifier, and is blinded until the end of the current turn.

Once you use this feature, you cannot use it again until you finish a long rest.

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